Hi, it looks like the .mesh files exported using oFusion are generating bounding boxes that have mirrored Z values in the mesh file.
Yes, I've already done the Reset XForm and even Reset Pivot, it's not that.
I'm getting a mirrored Z values. I.e. the real extents should be, for instance, min.z = -4.5, max.z = 5.9, but when the mesh file is loaded in Ogre, they are backward (min=5.9, max=-4.5, resulting in an "invalid" AABB).
Has anyone else experienced this?
That thread is about Eihort.
I think Ofusion only supports the current released build of Ogre. I havent noticed any transform export problems in Dagon.
Lioric
23-12-2006 16:14:45
Is this with any mesh? or with specific meshes?
sinbad
18-02-2007 10:51:38
Just to say I've seen this problem too - I don't use oFusion but I've seen media from people that do and they cause problems in Eihort because of this mirroring. It seems very common, I'm getting people complaining about ray scene queries and disappearing meshes in Eihort and the common denominator is exporting from oFusion. I've seen one of these meshes disappearing and after recalculating the bounding box myself the problem disappeared.
The reason this causes a problem in Eihort is that the AABB routines have been optimised. The Dagon routines would have forgiven an incorrectly generated bounding box just by nature of the way they were written, but the optimised routines rely on a valid AABB where all components of 'max' are greater than the corresponding component of 'min'.
Lioric
19-02-2007 16:04:57
Yes, thanks Sinbad, this has been fixed in previous updates (for CE will be in the next update)
Were having mouse pick problems with eihort and dagon exported ofusion meshes too.
drivehappy
20-02-2007 20:04:47
Yes, thanks Sinbad, this has been fixed in previous updates (for CE will be in the next update)
Where can we find the previous updates? All I can find is the CE download (
http://www.ofusiontechnologies.com/downloads.html).
Edit: Just realized you're probably referring to the commercial licenses, since this seems to be a fairly big issue with Eihort rendering models correctly or at all, will the new CE be pushed out within the next few days?
Lioric
21-02-2007 16:09:52
Yes, it will be in the next days, we had to apply several new fixes and features that were highly needed by CE users, so the release date changed to this week
Ajare
21-02-2007 19:18:20
Just to say I've seen this problem too - I don't use oFusion but I've seen media from people that do and they cause problems in Eihort because of this mirroring.
Just FYI, if you're referring to the mesh for the fresnel demo, then the reason why I didn't get the disappearing problems would be because I compiled the demo with Dagon. Makes sense now.
Anyway, I'm eagerly awaiting this update, too.
syedhs
22-02-2007 16:29:59
Well for the mean time, you can get the CVS OgreMeshUpgrade.exe, and it now has the -b option which will recalculate the bounding box.
I'm using dagon models in Eihort and the bounding box is offset. Being an artist it can be a pain to have to use CVS and compile yourself so I asked our C++ coder to compile it for me and make a simple drag and drop script that works with meshes in the same dir.
It already has the -b flag enabled, if anyone else wants to use it for the time being it is avaliable at:
http://www.kineticrealities.com/meshupdater.zip
1.47mb Download
syedhs
23-02-2007 12:21:51
If you have lots of .mesh to be converted, maybe batch processing can help. Simply create a .bat file, eg upgrade.bat and type in the following:-
lfnfor off
for %%x in (*.mesh) do OgreMeshUpgrade -b -e %%x
and run in within a command prompt. The example above works if OgreMeshUpgrade.exe, Ogremain.dll and all the meshes are all in the same directory. If they are not in the same directory, feel free to change the (*.mesh) to something else eg (.\mesh\*.mesh). Be warned: never tested though.
wambli
01-03-2007 16:55:25
Hi,
I've installed ofusion CE 1.8 but I've some problem with flipped bounding box in the ofusion viewport and when I export them.
This happen only for some imported fbx meshes. I also tried with Reset XForm and Reset Pivot but nothing.
Is there some problem with fbx meshes or there are some particular settings I must use? (I'm not an expert with fbx exporting

)
Thanks
Lioric
01-03-2007 21:49:08
Can you provide a fbx mesh (with AABB issue) so i can take a look at it?
wambli
05-03-2007 21:14:10
Hi Lioric.
Did you look at the fbx mesh I linked? Found anything about it?
Lioric
06-03-2007 01:44:01
The link for the fbx file is not working
wambli
06-03-2007 09:48:27
Hmmm. Strange.
It appears to be working now.
If you still got problem can you PM me your email address?
Thanks
Lioric
06-03-2007 15:27:16
Can you upload it again somewhere, i.e. rapidshare or any other free file sharing service
wambli
06-03-2007 17:12:01
Lioric
12-03-2007 22:25:13
I opened the file in max8, but it crashes max when parsing the fbx file (the fbx file version is 6.1.0, and this version is supported by max8)
In what max version are you using that file? is there any other file that can be tested?
wambli
12-03-2007 23:02:30
I usually import the file and merge it in the scene in max8 (fbx importer 2006.11) and I get no problem.
I see now that it crashes if you try to open it
BTW I will ask my schoolmate for some other meshes and I'll let you know...
wambli
13-03-2007 23:12:21
The problem is probably caused by the different world up vector which is Y in Maya and Z in Max. The reset Xform command fix this problem (but you have to update the viewport to get the correct result).
Unfortunatly we find that the reset Xform don't work properly in fbx models with grouped submeshes.
We will make some more testing while working on our project.
Thanks
independentCreations
12-04-2007 04:08:26
i love you. solved a major issue i had