Hi,
I've made this editor to make it easier to change the meshes instead of using the meshmagick and meshupgrader, it is not finished yet, but the main operations are implemented, I hope it helps someone...
Description: It is a graphical editor for Ogre's mesh and material.
Features:
Translation, Scale, and Rotation of meshes (Easier than OgreMeshMagick)
Material Editor - It shows in real time the new material on the model
Change the material of the mesh - It allows the change of the mesh material
Export mesh in older versions - It allows the export of the mesh in older Ogre versions (Easier than OgreMeshUpgrader)
Primitives creation, using ogre-procedural - It has an easy tool to create Box, Sphere, and Plane
Other 3D Format Importer - Can be used to convert any 3D format provided by ASSIMP to Ogre Mesh, Material and Skeleton
Animation Preview - It shows a list of animations and allows the animation preview.
Renaming Animation
Edit:
I revived this project, it is now on GitHub (the old Mercurial repo got deleted by BitBucket).
If anyone is interested, you can find it here: Download GitHub repository
Current Version:
Last edited by fernandot on Mon Jan 02, 2023 6:06 am, edited 17 times in total.
Very cool application.
Will you open source it too ?
If not it's IMO useless (unless you want to fix all bugs yourself and release it with every Ogre version).
There is some black blinking overlay after I maximized it. I would really use some shortcuts like Ctrl-O - Open, Ctrl-E - Export, and so. Also some edit to just set scale eg. Alt-S then input 0.1 and after enter it scales uniformly by 0.1.
Btw. Is MeshMagick source somewhere to compile it with 1.8 ?
I'm not thinking of open source now, maybe when in the future i'll release the code
Nice idea, I'll try to add some shortcuts and correct this bug on the next versions...
The MeshMagick code is here: https://ogreaddons.svn.sourceforge.net/ ... eshmagick/
I add an OBJ importer, now u can use this application to convert OBJ to MESH
Last edited by fernandot on Mon Feb 06, 2023 10:51 pm, edited 1 time in total.
ty all for the answers, i'm glad to know that u like it, i'll try to spend more time updating this project...
As you are asking for the code, i've change the repository to allow public reading, i'll be happy if my codes helps someone... there are some workarounds, sorry about that https://xp-dev.com/svn/QtMeshEditor
gdalex: it is handling multiple materials on last version, but only if the mesh already have multiple subentities
I've added a 3DS loader and corrected some bugs, there is still a lot of work to do, but i'll continue adding new features to it...
I've wrote a article about 3DS file, it may help who wanna build a 3DS loader... http://www.hogpog.com.br/index.php/en/a ... ile-format
@fernandot
You are welcome! Have a look at https://bitbucket.org/transporter/ogreassimp. I patched ogreassimp from jacmoe to get a usable converter for different formats to ogre. I tested a few collada files, and most of them are working fine. I just have to add a few more features like LOD and shader materials.
Now i'm building it using CMake, I think it will be easier to build it now
I'm still making some changes on QtMeshEditor before releasing the new version...
Transporter,
Thanks for the hint, i've implemented OgreAssimp into QtMeshEditor and it works fine, I even made some changes on OgreAssimp that jacmoe merged to it
I have just installed QtMeshEditor, and unfortunately cannot run it as I get a System Error:
"The program can't start because libwinpthread-1.dll is missing from your computer. Try reinstalling the program to fix this problem."
I found a copy of libwinpthread-1.dll and copied it into the QtMeshEditor folder. Now I get another error:
Entry Point Not Found
The procedure entry point InterlockedCompareExchange@12 could not be located in the dynamic link library H:\QtMeshEditor\QtGui4.dll"
Any help would be greatly appreciated as it looks like a very useful tool
I've started implementing the animation tools, first I've implemented only an animation preview, now i'll try to implement some controls over the animations.
The transformations (scale, rotate and translation) made onto the objects are not changing the animation keys, so when an animated object is transformed it will look strange when the animation is applied. I'm currently working to fix this.
I've updated it to Ogre 1.9.0 and fixed most of the bugs on bone animations when doing transformations, just didn't fixed the bone orientation when the mesh is scaled, if it scales out of the initial ratio it will get strange results...
Now i made a tutorial of how to build QtMeshEditor and how to configure the entire developing ambience to build it
I've made some little improvements, the most important is importing skeleton animation from non mesh files and now it imports .fbx files, there was some bug fixes too... like when u import a non mesh file it was importing only the first one, and there was some crashes when importing these files, it may have more bugs, but i'm trying my best during the little time i have to dedicate to this project.
The HogPog site is down 'cause of some issues with the host, while i'm trying to solve it, u may download from this link: