New Easy Ogre Exporter for 3ds Max
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- Goblin
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New Easy Ogre Exporter for 3ds Max
Hello !
I already posted about the Easy Ogre Exporter at this post http://www.ogre3d.org/forums/viewtopic.php?f=8&t=68688, but I think it's time for the showcase
The EoE is simply a new Ogre exporter for 3ds max in Open source (LGPL) and free.
The goal is to export directly the max scene content to ogre without complex interfaces and getting the objects, animations and materials directly from standard Max interfaces,
and get almost the same render in Ogre and Max with only a click on the Max export menu.
Actualy EoE export skeleton animations, pose animations and vertex morph animation, directly from the Max track or from the Max motion mixer.
It support standard materials, Arch / design and Architecture materials.
The current version is 0.99
Textures conversion to DDS format
You can now split the animations with the track time tags
Here the only interface that EoE use:
a simple scene rendered in Max (all with standard materials):
The exported scene in Ogre with pixel lighting shader generation:
The same scene again but with the basic material techniques, created automatically for hardware who don't support the shaders:
You can follow the updates, getting the plugin for max versions from 9 to 2012 and get the source code on the wiki page :
http://www.ogre3d.org/tikiwiki/Easy+Ogre+Exporter
Enjoy !
I already posted about the Easy Ogre Exporter at this post http://www.ogre3d.org/forums/viewtopic.php?f=8&t=68688, but I think it's time for the showcase
The EoE is simply a new Ogre exporter for 3ds max in Open source (LGPL) and free.
The goal is to export directly the max scene content to ogre without complex interfaces and getting the objects, animations and materials directly from standard Max interfaces,
and get almost the same render in Ogre and Max with only a click on the Max export menu.
Actualy EoE export skeleton animations, pose animations and vertex morph animation, directly from the Max track or from the Max motion mixer.
It support standard materials, Arch / design and Architecture materials.
The current version is 0.99
Textures conversion to DDS format
You can now split the animations with the track time tags
Here the only interface that EoE use:
a simple scene rendered in Max (all with standard materials):
The exported scene in Ogre with pixel lighting shader generation:
The same scene again but with the basic material techniques, created automatically for hardware who don't support the shaders:
You can follow the updates, getting the plugin for max versions from 9 to 2012 and get the source code on the wiki page :
http://www.ogre3d.org/tikiwiki/Easy+Ogre+Exporter
Enjoy !
Last edited by arkeon on Sun May 06, 2012 12:03 am, edited 3 times in total.
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- Gremlin
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Re: New Easy Ogre Exporter for 3ds Max
Congratulations!
Can it be compared to OgreMax ?
Thank in advance,
Can it be compared to OgreMax ?
Thank in advance,
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
Thanks !
Ogre max is not free or open source ^^
And this is not the same point of view of what an artist exporter should be
Try it and you could tell me if the actual features are sufficient for your projects.
Ogre max is not free or open source ^^
And this is not the same point of view of what an artist exporter should be
Try it and you could tell me if the actual features are sufficient for your projects.
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
Nice, i like it.
i wish 3ds Max wasn't so expensive
good work!
i wish 3ds Max wasn't so expensive
good work!
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
Thanks
I'm waiting for your critics to make it better
I'm waiting for your critics to make it better
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- Bronze Sponsor
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
Why not
what do you think of replacing the material prefix by an all export prefix, I mean the same prefix for mesh, material and programs ?
what do you think of replacing the material prefix by an all export prefix, I mean the same prefix for mesh, material and programs ?
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- Gnoblar
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Re: New Easy Ogre Exporter for 3ds Max
i have just tried it and it's amazing. easy, simple and powerful. i have been testing several exporters and this one is now on top of my list.
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
Great Thanks to adopt it !
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- Halfling
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Re: New Easy Ogre Exporter for 3ds Max
I'm using Ogre 1.7, and when I try to export the mesh, the meshes are discarded by ogre because of the meshserializer version.
Is there a way to use your great exporter without installing Ogre 1.8 ?
Thanks again for your great work
S.
Is there a way to use your great exporter without installing Ogre 1.8 ?
Thanks again for your great work
S.
http://bulostudio.com: website and devlog of a small indie studio working on SHMUP CREATOR
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
This append even if you choose the Ogre 1.7 version in the export interface ?
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- Halfling
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Re: New Easy Ogre Exporter for 3ds Max
Okay, my bad.
The thing is, the drop down menus don't drop at all, they show me tiny arrows with wich I can scroll the options, but not a full drop down menu where I can see all the options, which explain why I only saw "Ogre 1.8" as the only option.
So, using Ogre 1.7, it works perfectly !
Do you know why the drop down menus are behaving this way ? I'm using 3dsmax 2009, 64bits, on windows 7.
And is it possible for the exporter to store the preferences, and avoid me of re-choosing everytime the ogre version ?
Anyway, thanks again for this exporter : it's simple, it works, and it's free...
S.
The thing is, the drop down menus don't drop at all, they show me tiny arrows with wich I can scroll the options, but not a full drop down menu where I can see all the options, which explain why I only saw "Ogre 1.8" as the only option.
So, using Ogre 1.7, it works perfectly !
Do you know why the drop down menus are behaving this way ? I'm using 3dsmax 2009, 64bits, on windows 7.
And is it possible for the exporter to store the preferences, and avoid me of re-choosing everytime the ogre version ?
Anyway, thanks again for this exporter : it's simple, it works, and it's free...
S.
http://bulostudio.com: website and devlog of a small indie studio working on SHMUP CREATOR
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
Ok thanks I'll have a look on this bug if I can reproduce it (the combo box works well on my pc :/ (max 2011 + win 7 64))
Actually the exporter do not store the setting, but I keep the idea to make a plugin config file
Actually the exporter do not store the setting, but I keep the idea to make a plugin config file
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- Kobold
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Re: New Easy Ogre Exporter for 3ds Max
Can´t seem to specify animation length and names, which is a shame
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
Yes you can, but with the max motion mixer using animations clips
I didn't want to add new interfaces to do that so I use the max functionality.
I explain this here : http://www.ogre3d.org/forums/viewtopic.php?f=8&t=68688
I didn't want to add new interfaces to do that so I use the max functionality.
I explain this here : http://www.ogre3d.org/forums/viewtopic.php?f=8&t=68688
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
Version 0.95 is done.
I couldn't change anything on the combo :/ this is a windows component and I can just select the combo box mode without any height parameter ^^
I couldn't change anything on the combo :/ this is a windows component and I can just select the combo box mode without any height parameter ^^
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- Ogre Magi
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Re: New Easy Ogre Exporter for 3ds Max
Maybe switch to radio buttons or use a list instead to work around the issue with older versions.arkeon wrote:Version 0.95 is done.
I couldn't change anything on the combo :/ this is a windows component and I can just select the combo box mode without any height parameter ^^
There are 10 types of people in the world: Those who understand binary, and those who don't...
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
could you try to update your visual VC 2008 redist just in case :
http://www.microsoft.com/download/en/de ... g=en&id=29
http://www.microsoft.com/download/en/de ... n&id=15336
and send me a screen shot of the effect.
radios should take to much place :/ does the shader selector do the same ?
http://www.microsoft.com/download/en/de ... g=en&id=29
http://www.microsoft.com/download/en/de ... n&id=15336
and send me a screen shot of the effect.
radios should take to much place :/ does the shader selector do the same ?
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- Ogre Magi
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Re: New Easy Ogre Exporter for 3ds Max
I don't have the problem my self was just thinking of a workaround for it
There are 10 types of people in the world: Those who understand binary, and those who don't...
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
ok thanks
maybe one of you, who can produce the problem could try this then.
maybe one of you, who can produce the problem could try this then.
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- Kobold
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Re: New Easy Ogre Exporter for 3ds Max
As far as i remember the motion mixer only works with bipeds, which i don´t use :-/arkeon wrote:Yes you can, but with the max motion mixer using animations clips
I didn't want to add new interfaces to do that so I use the max functionality.
I explain this here : http://www.ogre3d.org/forums/viewtopic.php?f=8&t=68688
For my kind of setup it would work, but the remapping is horrible to do
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
The motion mixer also work for node and mesh animations but you need to save each animation sequence to a file and then add them as a clip in the motion mixer for each object track
I know that this is not really simple ... but this is the way max works :/
If you know a better way to get animations sequence from max without adding a special Ogre interface on each object to set animations please tell me ^^
I know that this is not really simple ... but this is the way max works :/
If you know a better way to get animations sequence from max without adding a special Ogre interface on each object to set animations please tell me ^^
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- Kobold
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Re: New Easy Ogre Exporter for 3ds Max
I don´t know exactly how it´s done, but you said you took the fxogre exporter as a base, and there you can specify what range to use and which animation name gets used, which is much easier then using the motion mixer(if you have a custom rig with over 50 control points)
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- Goblin
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Re: New Easy Ogre Exporter for 3ds Max
Has I said I rewrote almost everything and the fx interface for animations was corresponding only to ONE mesh.
the animations interfaces in OgreMax are not better since we also have to set animations for each objects.
The motion mixer is the only way I found to get theses informations directly from max.
I'm open to any better proposition but I don't want to add foreign data to each max objects since this make max crash when you try to open the scene on a max without the plugin.
the animations interfaces in OgreMax are not better since we also have to set animations for each objects.
The motion mixer is the only way I found to get theses informations directly from max.
I'm open to any better proposition but I don't want to add foreign data to each max objects since this make max crash when you try to open the scene on a max without the plugin.
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- Halfling
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Re: New Easy Ogre Exporter for 3ds Max
Hi Arkeon,
This is a screenshot of my combobox problem :
As a sidenote, I must confess that I'm using windows7 in classic theme. But easyExporter is the only script/plug-in on my machine which has problem with comboboxes...
S.
This is a screenshot of my combobox problem :
As a sidenote, I must confess that I'm using windows7 in classic theme. But easyExporter is the only script/plug-in on my machine which has problem with comboboxes...
S.
http://bulostudio.com: website and devlog of a small indie studio working on SHMUP CREATOR
https://twitter.com/bulostudio : follow me on twitter!
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