odracoon, sorry for the late reply - busy lately
1. The xml output is indented, maybe the line endings are unix format, but if your on windows it should have given you windows newlines. 2. what user data do you want and where do you want it? You must be refering to custom-attributes, so this will be defined as new xml elements underneath <node> ?
mindrones, once we get a stable version working, then i will post on the blender site, and its great if it gets shipped with blender as an addon. Although the user still has to download OgreCommandLine tools, too bad there is not a pure python implementation of their binary format.
lunk, nice that you found that tangent option, i wasn't even aware of what it did, maybe that should be checked by default so as not to confuse others - will make it so in next version.
GenesisRage, there is nothing else i can do to make the script run any faster (unless Blender ships with a compiler and starts supporting Cython (i wish they did!)). My guess is that the slowness is not in my script though but rather in OgreCommandLineTools. Perhaps we can launch OCLT in a non blocking subprocess, but you have to wait for those .mesh files anyways for anything useful. Why don't you just export and take a break and walk around
I tested multiple mats on a single object with OgreMeshy preview and i can see both mats, so maybe your not running the latest version. (i've had reports of people having problems updating the addon, better to delete the old one first)
How come nobody is testing the support for custom shaders? You guys must have missed these youtubes i made:http://www.youtube.com/watch?v=Sn2Zhh72emkhttp://www.youtube.com/watch?v=xYJOzWg1sJA
thanks for the feedback,