It's nothing but pure interface right now though. No export code yet. I'll be committing to the trunk on all my changes for now on.

+1 to that!jacmoe wrote:Woo-hoo.
Awesome!lf3thn4d wrote:Yes, that's actually essentially the idea. I will be making the mesh export part with it's own operator. So any other scripts can simply call the operator to execute which will export all selected meshes.
And don't forget to go into the user preferences and tick the box to enable it!lf3thn4d wrote:To test it, you can place those files in blender's scripts directory like so: <path-to-scripts-dir>\addons_contrib\ogre_mesh_exporter\<put all source here>.
Cool! Glad you liked the interface design.merlinblack wrote: Just had a wee play, and have to say I like it (despite it not doing anything yet). The per object overrides are obviously that, and the push pins make it obvious what is or isn't overridden too. The actual exporter panel is a little crowded unless you make it bigger when using the default blender window sizes however.
Blenders tool tips are going to make things easier aren't they!
# The exporter will try to share vertex data by default.
# Sharing of vertex data is important to keep render state update small.
# This means that even if we are using different material submeshes in a mesh,
# the mesh's vertex data only needs to be assigned to the GPU once as it's shared.
# However on some special occasions we would not want to share vertex data.
#
# In the case of animated meshes, we sometimes want to split the meshes
# depending on different animation type within a mesh.
#
# Imagine an animated character with skeletal and pose animation for facial expressions.
# To be optimal, the facial vertex pose animation should be keyed in it's own submesh
# so as to avoid updating a huge data set of vertex points in software mode.
# In hardware mode, this is also essential to split parts that has more complex vertex
# animations from the skeletal skinning only parts.
#
# In the case of a complex character with a lot of bones, hardware skinning may hit the
# limit of vertex shader registers for each bone matrix. To fix this, the mesh should be
# split into it's own individual submeshes in a way where the total number of bones
# affecting each submesh does not exceed the bone limit.
#
# In preparation of these cases, this exporter will take in to consideration of the
# vertex group settings. In the exporter settings, there will be a setting to specify
# the vertex groups that will be used to split meshes into it's own non shared vertex
# data sub meshes.
I can't even find the console window in 2.5 anymore since it doesn't open as a separate window anymore. How do you get to it?jonim8or wrote:What does the console window say? 'cause if a plugin can't be enabled, that's often due to a bug somewhere.
I'm using the latest 2.59 build.Shockeye wrote:I found this problem with Blender 2.59 but not 2.58a ( I have multiple installs of blender - I'm also still hanging onto 2.4x until this exporter is done)
I don't know yet whether this a version problem or maybe I did something different when installing the files. What version are you using?
That works for Windows consoles, but not Blender. It won't let me interact with the console at all.jonim8or wrote:copying text: right-click in terminal, select "Mark", select text, press enter.
But the image gives enough info for now.
Code: Select all
RuntimeError: class OGRE3D_OT_export, function invoke: incompatible return value , str(, Function.result expected a set, not a str)
location:<unknown location>:-1
RuntimeError: class OGRE3D_OT_refresh_selection, function invoke: incompatible return value , str(, Function.result expected a set, not a str)
location:<unknown location>:-1
1. Ooops. I meant "2.59". Was just a typo. The 2.49 exporter is very stable.lf3thn4d wrote:1. I'm not too sure what that error's all about. But I think the latest stable 2.49 exporter is in the mercurial repository.
2. That's a good idea. I'll add a button to add all actions.
I know it's not popular to say this in this thread, but there is another Blender 2.5 exporter that you can use until this one is doneTomaszCz wrote:Anyone knows when the exporter will be released?. I really can't wait and I don't know what to do. Is it a good idea to save mesh in new version (2.59) and then open in old one (2.49) and then export it in old stable plug-in? Will it work correctly? Please, answer asap. Thanks!