OgreMax Exporter 2.6.3 for 3DS Max and Maya
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- Halfling
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Re: OgreMax Scene Exporter 2.1 for 3DS Max, Maya, and XSI
Hi
Can this tool export .mesh-files too? Or is it "only" a .scene exporter?
I am looking for a .mesh exporter for maya 2010 x64...
Can this tool export .mesh-files too? Or is it "only" a .scene exporter?
I am looking for a .mesh exporter for maya 2010 x64...
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- Gremlin
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Re: OgreMax Scene Exporter 2.1 for 3DS Max, Maya, and XSI
It exports .mesh and .material etc.
the .scene file is just the "scene" xml file that contains pointers to all the .mesh .material files ++.
the .scene file is just the "scene" xml file that contains pointers to all the .mesh .material files ++.
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- Halfling
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Re: OgreMax Scene Exporter 2.1 for 3DS Max, Maya, and XSI
ok, thank you. Didn't know that ![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Very Happy :D](./images/smilies/icon_biggrin.gif)
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- Halfling
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Re: OgreMax Scene Exporter 2.1 for 3DS Max, Maya, and XSI
Thx, it's a good tool.
- suny2000
- Halfling
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Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI
Hi,
Thanks for this amazing exporter!
I can't manage to export uv2 with the last ogremax (2.2.2) from 3dsmax 2009 64.
I reverted to the 2.1.4, and the second uv channel is exported perfectly, as before.
Is this a small bug, or is there a new way of exporting the uv2 I missed in the new version?
S.
Thanks for this amazing exporter!
I can't manage to export uv2 with the last ogremax (2.2.2) from 3dsmax 2009 64.
I reverted to the 2.1.4, and the second uv channel is exported perfectly, as before.
Is this a small bug, or is there a new way of exporting the uv2 I missed in the new version?
S.
http://bulostudio.com: website and devlog of a small indie studio working on SHMUP CREATOR
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- wacom
- Gnome
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Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI
No, it's a restriction introduced with the new commercial licence of OgreMax.suny2000 wrote:Is this a small bug
Yes, buy the full version.is there a new way of exporting the uv2 I missed in the new version?
![Wink ;)](./images/smilies/icon_wink.gif)
- madmarx
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Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI
![Exclamation :!:](./images/smilies/icon_exclaim.gif)
![Exclamation :!:](./images/smilies/icon_exclaim.gif)
![Exclamation :!:](./images/smilies/icon_exclaim.gif)
![Exclamation :!:](./images/smilies/icon_exclaim.gif)
![Exclamation :!:](./images/smilies/icon_exclaim.gif)
![Exclamation :!:](./images/smilies/icon_exclaim.gif)
All the maxscripts, the tricks, tests scene etc... in theses pages are gone foreeever! This is so sad.
It was also a good place to follow if Derek was alive.
"Too much success will kill you" as they say in movies. C'est la vie!
![Wink :wink:](./images/smilies/icon_wink.gif)
Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
- jacmoe
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Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI
Really a bad move.
I suggest that the moderators of this forum remove all topics about it.
Why should we provide free support?![Smile :)](./images/smilies/icon_smile.gif)
I suggest that the moderators of this forum remove all topics about it.
Why should we provide free support?
![Smile :)](./images/smilies/icon_smile.gif)
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
- madmarx
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Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI
A good one jacmoe
!
Damn, if only I had 1 f...ing licence of 3dsmax, I would have no problem to write an exporter (I do it everyday for my job) or complete the existing ones...
![Laughing :lol:](./images/smilies/icon_lol.gif)
Damn, if only I had 1 f...ing licence of 3dsmax, I would have no problem to write an exporter (I do it everyday for my job) or complete the existing ones...
Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
- nedelman
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Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI
There's a search box on the support page. You can still search through the old posts. It's possible that I had it configured so that you had to be logged in to see it, but it's definitely there.
I'm simply adjusting the project to meet people's needs as I always have. I expand on things that work, and remove things that don't. Some people will be upset that there are no more OgreMax forums but in reality most people aren't going to be affected. The number of posts in the OgreMax forums had been on a steady decline as the 2.x release stabilized, and some forums hadn't received any posts at all in a couple of months. Since the number of downloads has remained relatively constant this tells me that the existing OgreMax documentation and forum posts are sufficient to cover most people's needs. I'd rather have no forums than "dead" forums.
I'm simply adjusting the project to meet people's needs as I always have. I expand on things that work, and remove things that don't. Some people will be upset that there are no more OgreMax forums but in reality most people aren't going to be affected. The number of posts in the OgreMax forums had been on a steady decline as the 2.x release stabilized, and some forums hadn't received any posts at all in a couple of months. Since the number of downloads has remained relatively constant this tells me that the existing OgreMax documentation and forum posts are sufficient to cover most people's needs. I'd rather have no forums than "dead" forums.
http://www.ogremax.com - Ogre3D Scene Exporter for 3DS Max, Maya, and Softimage
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- Evak
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Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI
Does anyone still have the old 1.x ogre max plugins? I just heard from a old client that they want some minor changes done to their project. We continued using ogremax 1.x after 2.0 came out as the newer exporter wasn't exporting an identical scene compatible with the application I was working on.
Thought it worth asking here incase someone still had the old 1.x version of ogremax for Max 2009.
Thought it worth asking here incase someone still had the old 1.x version of ogremax for Max 2009.
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- Gremlin
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Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI
delete me
Last edited by hedphelym on Mon Sep 26, 2011 2:17 pm, edited 2 times in total.
- nedelman
- Gnome
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Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI
It would make more sense to adapt to using the newest release since so many issues have been fixed between now and past versions. The thought of people using such old versions is actually very embarrassing.
http://www.ogremax.com - Ogre3D Scene Exporter for 3DS Max, Maya, and Softimage
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- Halfling
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Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI
Hi
Did something change since Ogre 1.6.1 in the mesh format? I exported one object using ogre max (the new version) and I just wanted to load the .mesh file ( not the entire scene ) and I get an Internal Exception from Ogre...
The log states :
I don't know wha to make of it?
Did something change since Ogre 1.6.1 in the mesh format? I exported one object using ogre max (the new version) and I just wanted to load the .mesh file ( not the entire scene ) and I get an Internal Exception from Ogre...
The log states :
Code: Select all
19:21:53: OGRE EXCEPTION(7:InternalErrorException): Cannot find serializer implementation for current version [MeshSerializer_v1.41] in MeshSerializer::importMesh at ..\src\OgreMeshSerializer.cpp (line 115)
- choofins
- Gnoblar
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Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI
Any plans for a Mac version?
- metaldev
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Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI
judging by this post:Nefernefernuaton wrote:Hi
Did something change since Ogre 1.6.1 in the mesh format? I exported one object using ogre max (the new version) and I just wanted to load the .mesh file ( not the entire scene ) and I get an Internal Exception from Ogre...
The log states :
I don't know wha to make of it?Code: Select all
19:21:53: OGRE EXCEPTION(7:InternalErrorException): Cannot find serializer implementation for current version [MeshSerializer_v1.41] in MeshSerializer::importMesh at ..\src\OgreMeshSerializer.cpp (line 115)
http://www.ogre3d.org/forums/viewtopic.php?f=8&t=55844
and also this
in the 1.7 Release NotesFile handling changes
New class StreamSerialiser is the new way to read & write binary chunk-based formats
i think the format has changed
![Confused :?](./images/smilies/icon_confused.gif)
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- Gremlin
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Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI
delete me
Last edited by hedphelym on Mon Sep 26, 2011 2:17 pm, edited 2 times in total.
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- Gnoblar
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Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI
Will there be a Maya/Linux Version of OgreMax? Or is there any other possibility to export Ogre files from Maya/Linux version?
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- Gnoblar
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Re: OgreMax Scene Exporter 2.2 for 3DS Max, Maya, and XSI
nedelman, it looks like there's some kind of issue with bone indices export - every my model has wrong indices for the last submesh.Actually, all indices are set to 'bones count' + 1 and all weights = 1.0 instead of correct values...
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- Bugbear
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Re: OgreMax Scene Exporter 2.3 for 3DS Max, Maya, and Softim
nice exporter nedelman, i've started using it in last week and am up and running ![Smile :-)](./images/smilies/icon_smile.gif)
i have a question for anyone that can help, i've created a scene and have created trees using copy/instance since all the trees are the same. the trees however have exported as separate meshes. eg Tree01.mesh, Tree02.mesh, Tree03.mesh etc.
Is there a way to place instances of trees in my scene but have them exported as one mesh? i figure this will reduce my batch count considerably.
![Smile :-)](./images/smilies/icon_smile.gif)
i have a question for anyone that can help, i've created a scene and have created trees using copy/instance since all the trees are the same. the trees however have exported as separate meshes. eg Tree01.mesh, Tree02.mesh, Tree03.mesh etc.
Is there a way to place instances of trees in my scene but have them exported as one mesh? i figure this will reduce my batch count considerably.
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- Gnoblar
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Re: OgreMax Scene Exporter 2.3 for 3DS Max, Maya, and Softim
is there any good workflow for creating (Ogre) particles (or ribbons) in 3d max ? or it's mostly just for meshes (and anims) ?
i am just curious... // are there some tutorials etc. on that stuff ? Because i couldnt find anything useful in inet...
i am just curious... // are there some tutorials etc. on that stuff ? Because i couldnt find anything useful in inet...
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- Gnoblar
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Re: OgreMax Scene Exporter 2.3 for 3DS Max, Maya, and Softim
Hi, I have export scene from 3D Max by OgreMax.
If I just loaded models to scene it is good.
But if I add it to a non-root scene node and then smthing do with this node there are an error after end of function frameStarted() in the ogre's code:
I think that the reason of this exception is bad loading to scene, then I have this nodes
used as a car body in OgreBullet.
how to add objects to a certain node?
sry 4 my bad English.
Code: Select all
OgreMaxScene * scene = new OgreMaxScene;
scene-> Load ("chassis.scene", AppMngr-> MRenderWindow, 0, mSceneMgr, mSceneMgr-> GetRootSceneNode);
But if I add it to a non-root scene node and then smthing do with this node there are an error after end of function frameStarted() in the ogre's code:
Code: Select all
Unhandled exception at 0x1034f7f7 in Game.exe: 0xC0000005: Access violation reading location 0xcdcdcdcd.
used as a car body in OgreBullet.
Code: Select all
SceneNode * node = mSceneMgr-> GetRootSceneNode () -> CreateChildSceneNode ("Car");
SceneNode * mChassis = node-> CreateChildSceneNode ("CarChassis");
OgreMaxScene * scene = new OgreMaxScene;
scene-> Load ("chassis.scene", AppMngr-> MRenderWindow, 0, mSceneMgr, mChassis);
.....
mCarChassis = new WheeledRigidBody ("carChassis", mWorld);
mCarChassis-> setShape (mChassis, compound, 0.6, 0.6, 800, Vector3 (10, 10, 10), Quaternion:: IDENTITY);
sry 4 my bad English.
- madmarx
- OGRE Expert User
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Re: OgreMax Scene Exporter 2.3 for 3DS Max, Maya, and Softim
There is very few chances that there is any error in OgreMax at that level. I did it in tons of project without a problem.
I suppose you that you try to do something with 'setShape' that this function does not allow (eg : looking for an entity directly attached to mChassis).
You might run in debug mode and see which pointer is undefined (cdcdcdcd).
Best,
Pierre
I suppose you that you try to do something with 'setShape' that this function does not allow (eg : looking for an entity directly attached to mChassis).
You might run in debug mode and see which pointer is undefined (cdcdcdcd).
Best,
Pierre
Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
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- Halfling
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Re: OgreMax Scene Exporter 2.3 for 3DS Max, Maya, and Softim
Derek,
Not sure if you'll see this but I really need to speak to you. Tried emailing you about your exporter but I don't think you got the messages. I have installed your latest July release and I am still having consistent problems with the viewer and the mesh animation exported .xml file. REALLY TRULY NEED your help.
-SusanLL
Not sure if you'll see this but I really need to speak to you. Tried emailing you about your exporter but I don't think you got the messages. I have installed your latest July release and I am still having consistent problems with the viewer and the mesh animation exported .xml file. REALLY TRULY NEED your help.
-SusanLL
- nedelman
- Gnome
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Re: OgreMax Scene Exporter 2.3 for 3DS Max, Maya, and Softim
If you absolutely need help with OgreMax I would encourage you or your employer to purchase it. Once you do that you can email me your issues directly. If you are unable or unwilling to do this it's understandable, but then you also need to understand that between supporting users who actually do pay for OgreMax, working on the next release of OgreMax, and dealing with other daily tasks, I just don't have time to patrol the forums answering questions and following up on whatever other issues people are having. I wish I could, but I can't.
Beyond that, I would suggest the following:
-Read - There is documentation for OgreMax. Take a look at it
-Simplify - Don't have any more in your scene than necessary
-Experiment - Try some different settings, export, see what kind of results you get
Good luck.
Beyond that, I would suggest the following:
-Read - There is documentation for OgreMax. Take a look at it
-Simplify - Don't have any more in your scene than necessary
-Experiment - Try some different settings, export, see what kind of results you get
Good luck.
http://www.ogremax.com - Ogre3D Scene Exporter for 3DS Max, Maya, and Softimage
http://www.linkedin.com/in/dereknedelman - My LinkedIn Profile
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