blender2ogre: how can I have one skeleton per armature, not per mesh? Topic is solved

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slapin
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blender2ogre: how can I have one skeleton per armature, not per mesh?

Post by slapin »

Hi, all!

Example1:
In my blender file I have 1 Armature as parent to 3 meshes. All armature modifiers reference this single Armature.
When I export to Ogre using blender2ogre I get 3 identical skeletons, for each mesh. How can I have 1 skeleton in this case?
Also for individual skeletons I have to control animations independently...

Example2:
I have blender scene with 4 armatures, representing 4 independent arms with their own animations. Each arm is composed of 4 meshes.
When I export the scene it exports a skeleton for each mesh independently, making 16 skeletons. With the same problems as example1.

Is it possible to have skeleton count == armature count on export? Any help is appreciated.

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sercero
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Re: blender2ogre: how can I have one skeleton per armature, not per mesh?

Post by sercero »

Hello,

Have you seen this: https://github.com/OGRECave/blender2ogr ... r-clothing?

I had the same issue and implemented that code.

But our use cases might be different.

slapin
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Re: blender2ogre: how can I have one skeleton per armature, not per mesh?

Post by slapin »

Thanks a lot, that solved 50% of my problems with this. But still I think the proper behavior should be to export one skeleton for each armature.
because you might want multiple skeletons per scene each shared among meshes. The use case example is have rigged head as having its own skeleton in the same file as rigged body and rigged hair (each using several meshes). Of course it can be worked around with scripting, but still...

slapin
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Re: blender2ogre: how can I have one skeleton per armature, not per mesh?

Post by slapin »

Looks like I will have to convert my character pipeline from glb to scene+mesh, that ends up as full train of cans of worms explosion but looks like unavoidable... I need to implement single skeleton per armature and more control over naming and materials to make that possible...