oFusion display Problem

bravery

06-05-2006 18:43:39

I'm trying to make a very simple level using max and export it to work in ogre, my problem is like the pic, descript below:

level as shown in max:



level as shown in oFusion:


what I did is : create 3 planes and group them together (to make them 1 object), I have update the oFusion window (oFusion->update) and still have the same problem.

what should I do to solve this?

Lioric

06-05-2006 19:24:41

By grouping objects, they dont get converted to a single object, (groups are used for a different scene manager process) if you want to make a single mesh object, you need to attach them via the modifier panel (select the main object and click on attach or attach list buttons)

dhymers

09-05-2006 00:37:27

You will probably also want to reset each plane's Xform if you cloned them from each other.

Tools>Reset X form>Reset selected, then collapse the stack, after that you may have to flip/unify face normals.

mindspace

30-05-2006 10:27:05

I found that 'Reset Pivot' (select object(s), heirachy tab, 'Reset Pivot') usually works and is less destructive.

Below is a summary of all relevant techniques in order that I think you should try them. I apologise for the formatting - I couldn't master nested lists. Maybe this should be in a sticky...

If you are finding that oFusion moves or flips objects, or munges textures...
- Grouped objects are likely to display wrong in Orge Viewer. Grouping objects, doesn't converted them to a single object (groups are used for a different scene manager process).
-- So Ungroup all groups (don't just open them). You may want to hide everything else before you ungroup, so you can find all the members and rename or attach them.
-- Attach any that you actually want to become a single object. Attach them via the modifier panel (select the main object and click on attach or attach list buttons).
- Any objects that are cloned or imported will probably display wrong.
-- First try 'Reset Pivot' (select object(s), heirachy tab, 'Reset Pivot'). I found this usually works and is less destructive.
-- Use Reset xform as a last resort - it fixes a lot of those probs in the current build but apparently destroys your modifier stack.
--- Utilities Tab -> Reset X form -> Reset selected (will not reset groups).
--- If necessary you could then collapse the stack (Right-Click on any modifier and choose 'Collapse All').
--- After that you may have to flip/unify face normals (Modifier tab -> Normals -> Tick Flip or Unify).
--- One person even suggested to 'Reset XForm' again and finally 'Collapse All' again.

Other possible solutions:
- Apparently, having 'geometry modifiers' on your objects can make them display wrong. However, I found that they display fine as soon as you 'Update' the viewport.
-- You could try to Collpase any geometry modifiers in the stack (right-click on the modifier and choose 'Collapse To'). You should not need to collapse all modifiers.
- Use STL Check. If you have errors, you should solve them before use ogre viewport. I see a lot of error with "spike" & "double faces".

Apparently the next build should fix those problems, but some of this may still apply. Almost a week ago Lioric said that it would be released within the week, so here's hoping it comes out soon. (May25)

rubenhonders

31-05-2006 19:01:53

got same problems :?: :o

Lioric

31-05-2006 21:31:41

have you tested any of the above suggestions?