Blender importer [WIP]

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
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lf3thn4d
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Post by lf3thn4d »

no. I have not tried it yet. I read that the bone rotation was wrong in the import. It wasn't mentioned if it was fixed. So I dunno. Guess I should try it. Will try now. :P

[edit]
Hmm.. ok. that script doesn't work for blender 2.42. Sigh... ah well. I guess i'll just wait. :P
[/edit]
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PolyVox
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Post by PolyVox »

Yes, this importer doesn't seem to work for me either. I have python 2.5 installed along with Blender 2.44. Anyone fancy updating it?! Just for the record, the error I get when importing ogrehead.mesh.xml is:

Image
hike1
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Post by hike1 »

I didn't know you could go backwards with the Ogrexmlconverter.exe, I made a couple of mesh.xml's out of .meshes and used the ogre_export.py of 17,773 bytes
to import mesh.xml, the ogre3d-Mesh-importer.py
didn't work with 241.

Supposed to be in the 107 blender exporters zip


http://www.emthesis.com/elf/wiki/index. ... _export-en
erdem
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Post by erdem »

Works perfect under gentoo linux. Keep up the good work :)
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Boder
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Post by Boder »

I tried to fix some errors in the script I was getting (this is the one with skeleton support)

OGRE3D-Mesh-importer.py

skelton -> skeleton
string size -> 399 (otherwise throws exception)
antont
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Post by antont »

Whoa this would be so great to have, and exactly what I'd need for a work thing right now.

Ran ok in 2.45, but bones came completely wrong .. i guess that part is w.i.p. still. I'm actually a(n occasional) Blender developer and have done stuff with the api, and have sometimes looked into skel importing / exporting when have tried to help people there, but don't have a 100% full picture of the transformation spaces there.

http://www.blender.org/development/rele ... ures-work/ is where we tend to point for help on this, and iirc the BVH importer was worked on by knowledgeable ppl lately and hopefully works well too.

thanks for the work so far!
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Xypher
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Post by Xypher »

Is this still being worked on?
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jacmoe
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Post by jacmoe »

/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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haffax
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Post by haffax »

jacmoe, you linked an export script, but this is about an import script.

I don't know about the OGRE3D-Mesh-importer.py, but my script hasn't been touched in years. I currently don't plan to work on it, but this may or may not change.
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jacmoe
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Post by jacmoe »

haffax wrote:jacmoe, you linked an export script, but this is about an import script.
My bad :oops:
/* Less noise. More signal. */
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erlog
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Re: Blender importer [WIP]

Post by erlog »

would it be possible to make this plugin import and export and not just import. and could it use Python 2.6.2?

thanks
alFrame
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Re: Blender importer [WIP]

Post by alFrame »

I am aware that this is very old. But it would be very useful to us at the moment.

Can someone please confirm if this works on Blender 2.59 and python 2.7.2? We're also using Ogre 1.8 commandline tools...

And if not what blender/python combo it works with?

Many thanks

Alex

Update: I tried to get it to work with Blender 2.4 Python 2.4 combo. To no avail...

Any help on this would really be greatly appreciated.

Update 2: I think I got it collaborating on Python 2.4 and Blender 2.4.

I now get the error message:
o:\NYWF_dev\art\3D MODELS\D_PROPS\Trees\3D SOURCE\Woody_meshes\basswood_american
.mesh.xml o:\NYWF_dev\art\3D MODELS\D_PROPS\Trees\3D SOURCE\Woody_meshes
Traceback (most recent call last):
File "<string>", line 1290, in bevent
File "<string>", line 1131, in fileselection
File "<string>", line 346, in createMesh
File "<string>", line 207, in getTexCoordList
ValueError: invalid literal for float(): 0"

Any hints?
f00bar
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Re: Blender importer [WIP]

Post by f00bar »

I yesterday looked for a way to import ogre meshes to blender. Ultimate Unwrap can import ogre mehses (with bone animation, but I think without vertex/pose animation) and export to many formats. And Assimp's next release should be able to export to collada, but this maybe takes longer to be ready.
alFrame
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Re: Blender importer [WIP]

Post by alFrame »

Thanks f00bar! I will give that a shot.

We did get it to work just now using the following tools:
Ogre Mesh Importer: http://code.google.com/p/torchlight-to-blender/
Blender Version: http://download.blender.org/release/Blender2.49b/
Python Version: http://www.python.org/download/releases/2.6.6/

Sorry for posting about another Ogre Importer on this thread!! But I thought I share.

It was hell. Well what's hell is Python. With every version of Blender and exporter combination I tried today (3 in total) I had to install a specific Python version. It's amazing that you cannot run Python 2.4 scripts under Python 2.7.2. I mean, come on, backward compatibility, anybody :)
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Aralox
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Re: Blender importer [WIP]

Post by Aralox »

thanks for posting your solution alFrame.
Does it support animations?
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