New Easy Ogre Exporter for 3ds Max

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arkeon
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New Easy Ogre Exporter for 3ds Max

Post by arkeon »

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:
Image

a simple scene rendered in Max (all with standard materials):
Image

The exported scene in Ogre with pixel lighting shader generation:
Image

The same scene again but with the basic material techniques, created automatically for hardware who don't support the shaders:
Image

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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compvis
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Re: New Easy Ogre Exporter for 3ds Max

Post by compvis »

Congratulations!
Can it be compared to OgreMax ?

Thank in advance,
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Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

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.
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saejox
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Re: New Easy Ogre Exporter for 3ds Max

Post by saejox »

Nice, i like it.

i wish 3ds Max wasn't so expensive :(

good work!
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Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

Thanks :)

I'm waiting for your critics to make it better :)
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Re: New Easy Ogre Exporter for 3ds Max

Post by EricB »

Wonderful project!

Think we could add a mesh name prefix?
Image
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Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

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 ?
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Re: New Easy Ogre Exporter for 3ds Max

Post by deamonclearic »

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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Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

Great :) Thanks to adopt it !
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suny2000
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Re: New Easy Ogre Exporter for 3ds Max

Post by suny2000 »

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 :)
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Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

This append even if you choose the Ogre 1.7 version in the export interface ?
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Re: New Easy Ogre Exporter for 3ds Max

Post by suny2000 »

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...
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Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

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 :)
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Re: New Easy Ogre Exporter for 3ds Max

Post by SpeCter »

Can´t seem to specify animation length and names, which is a shame :(
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Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

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
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Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

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 ^^
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Re: New Easy Ogre Exporter for 3ds Max

Post by Zonder »

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 ^^
Maybe switch to radio buttons or use a list instead to work around the issue with older versions.
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Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

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 ?
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Re: New Easy Ogre Exporter for 3ds Max

Post by Zonder »

I don't have the problem my self was just thinking of a workaround for it
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Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

ok thanks :)
maybe one of you, who can produce the problem could try this then.
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Re: New Easy Ogre Exporter for 3ds Max

Post by SpeCter »

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
As far as i remember the motion mixer only works with bipeds, which i don´t use :-/
For my kind of setup it would work, but the remapping is horrible to do
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Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

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 ^^
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Re: New Easy Ogre Exporter for 3ds Max

Post by SpeCter »

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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Re: New Easy Ogre Exporter for 3ds Max

Post by arkeon »

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.
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Re: New Easy Ogre Exporter for 3ds Max

Post by suny2000 »

Hi Arkeon,

This is a screenshot of my combobox problem :

Image

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...

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