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About
This is the page for the new WIP Blender 2.5 Exporter. This page will mainly be used for updating development status, UI design and basic script ERD. As of now it will be empty until I start putting some stuffs up. Eventually this page will be restructured to follow the convention of the old Blender Exporter page with the development stuffs in a new page of it's own. But as of now, it will stay this way until we have a release candidate to show.
Official thread: http://www.ogre3d.org/forums/viewtopic.php?f=8&t=64019
While waiting, you may want to get your hands on the unofficial exporter. It works pretty well, though a little bloated on the UI front. Some may find it more intuitive than others.
Thread with unofficial download: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61485
Status: Preliminary export
Milestone:
2.0.0 (Planning Phase)
- Experiment with blender new API. [done]
- Plan out what is possible and what is not. [done]
- Decide how we will utilize blender's new GUI to provide interface for exporter options. [done]
2.0.1 (Foundation)
- Build background property setup. [done]
- Initial UI layout of exporter to have just enough for first basic mesh export. [done]
- Base framework for mesh export code. [done]
2.0.2 (Preliminary export)
- First working basic mesh export. [done]
- Mesh export can export UV and vertex color. [done]
- Mesh export supports auto conversion of Y as up axis.
2.0.3
- Mesh export supports non shared vertex buffer settings.
- OgreXMLConverter support
2.0.4
- First working skeleton export.
- Custom Mesh LOD export support.
2.0.5
- First working shape key and morph key support.
- First working basic material export support.
2.0.6
- First working game engine material export support.
- First working custom material material export support.
2.1.0
- First stable release.
Mind Dump:
Progress:
Contributors to this page: Lf3THn4D
,
jazztickets
and
jacmoe
.
Page last modified on Thursday 01 of March, 2012 22:06:43 UTC by Lf3THn4D
.
The content on this page is licensed under the terms of the Creative Commons Attribution-ShareAlike License.
As an exception, any source code contributed within the content is released into the Public Domain.
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- SoC2012 Implementation of Off-Screen Particles
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- Architecture and Design in Games

