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question about ogreExporter for 3dmax? (about the .xml file)

Posted: Wed Mar 29, 2006 4:37 am
by hilake
Hi!

Recently I work hard on avatar. I want to the my game characters change there coat when they want.

So I export the body separately, for example, legs, arms, head and so on. These parts all connect with the same skeleton. But the exporter isn't convenience for what I do. When I export the "legs" mesh for example, I will get a .xml which contain this sentence "<skeletonlink name = "legs.skeleton"/>". The skeletonlink "legs.skeleton" is not I want to link to. So is there anyway to change this value. I don't want to change it in the .xml file, I want to make it use the export. Or somebody can add the function in the exporter, I think it helpful.

Sorry for my poor english. Any comments will be welcome.

Posted: Wed Mar 29, 2006 4:53 am
by xavier
My plugin-based exporter allows you to specify the name of the skeleton file.

http://www.clashofsteel.net/xavier/OgreExporter.dle

(at least, I am 99% positive I did that...don't recall if I use the provided name for single meshes or not; if not I'll fix it and re-upload)

Posted: Wed Mar 29, 2006 5:30 am
by hilake
xavier wrote:My plugin-based exporter allows you to specify the name of the skeleton file.

http://www.clashofsteel.net/xavier/OgreExporter.dle
So, how to use it? what is it?

Posted: Wed Mar 29, 2006 5:51 am
by xavier
Put it in your plugins/ folder.
Start Max.
Export using the File --> Export... or File --> Export Selected... menu. It's the ".XML (Ogre XML)" format in the list.

Posted: Wed Mar 29, 2006 8:43 am
by hilake
Thanks for your reply!
But It doesn't have xmlconverter tool.

And I can't get the .skeleton file when I exporte it.
is there any doc for me to use that tool?

Posted: Wed Mar 29, 2006 9:08 am
by xavier
The OgreXMLConverter is a command-line tool you can get from the Downloads section on the site. If you want an exporter that gives you .mesh and .skeleton directly, you can use oFusion.