Billboard set

imtrobin

15-10-2008 05:21:37

Hi

Does Ofusion support Billboards? I'm using Pro version, can't seem to find it.

Evak

16-10-2008 06:07:39

No I don't think it does. Would be nice since it's a useful feature to be able to see in your ofusion viewport. I asked a few times but the response was that that was something your coders did in your app. Would be nice to see it in a WYSIWYG fashion though.

Vertical rotation and all axis rotation billboards would be pretty handy for visualising cheap grass and things like light halo billboards if your using fixed function.

Not sure that Ogre's scene manager recognizes billboards unless you code them directly, which might be why it's not available.

I think I remember reading that Ogremax supports billboards. But I generally prefer Ofusion and havent touched OM in quite some time.

imtrobin

16-10-2008 07:11:54

OgreMax does support the export, I tested it fine yesterday. Yes it would be fantastic to have it in real time viewport.

Evak

17-10-2008 23:33:20

If your using ofusion pro you can use user defined properties to export billboard flags. Would require your coder supporting user props it in your engine. Not too hard to do, but you won't be able to see the result in the ofusion viewport.

There is a look at anim controler in max, havent tried it to see if it translates to the ofusion viewport ok. If it does you could possibly use that to get an impression of how your billboards will look in your own app.

imtrobin

18-10-2008 05:43:33

I'm the coder actually :). OgreMax dotscene serializing library is able to load it fine the exported billboard, I tested it working fine. It's just the result inside max viewport would be great for artist, as they are trying to do animated torches, etc.

Ameno

10-12-2008 23:18:27

If your using ofusion pro you can use user defined properties to export billboard flags. Would require your coder supporting user props it in your engine. Not too hard to do, but you won't be able to see the result in the ofusion viewport.

There is a look at anim controler in max, havent tried it to see if it translates to the ofusion viewport ok. If it does you could possibly use that to get an impression of how your billboards will look in your own app.


I got the same kind of problem, or interrogation about "billboard", my programmer ask to me, if I can make a flag on my mesh (billboard) to tell him, this is a billboard.

At this time what I got is a simple 1 poly, plane with an alpha texture , and I would like to make a flag that tell this is a billboard. Don't know if I am in the good way for create and export it.

Other question also, what do you mean by "user defined properties to export billboard flags" because I don't see anywhere this function: "user defined properties".

Evak

11-12-2008 03:16:09

in 3dsmax if you right click on a object and select object properies from the right click menu. On the right is a User defined properties tab. click on that and you have a large edit box.

If you type something like.

BillboardObject =1

With ofusion pro that will be saved with that object in your OSM file, your coder can parse these simple commands from the OSM and write a simple action that will perfom a billboard look at camera or whatever action to that object.

Ameno

12-12-2008 21:22:00

Thank for the info about the user defined properties tab.

But now I think I reached a limitation of mesh number to export with the same scene, because ofusion consider my billboard a mesh.

Here's my error: "Unhandled Exception while processing ..." it happens in majority of my scene mesh, not only my billboards, same for the tree or other stuff like that.

But when I remove all my planes with the billboardobject=1 (user defined properties). No problem, all my mesh are exported.

I think ofusion have a limitation for the number of mesh exported ? It will probably be useful if ofusion can manage the billboardobject=1 in other way than a mesh. Because the problem appears when I double my mesh number, terrain, props, and billboards.

Lioric

14-12-2008 02:40:02

There is no limit in the number of meshes (even really crazy object scene numbers in 64bits)

Could you open a support ticket with your scene (or any test scene where this can be reproduced), it will be reviewed to determine the cause of the exception and a solution (or fix if needed) will be provided

Evak

14-12-2008 08:44:28

Here's a Scene that was created with ofusion, each brick is a seperate object, and each brick has a red key that holds it in place. 10's of thousands of meshes exported and loaded into our app no problems.

Even the stencil shadows worked perfectly even if they did cause quite a performance hit.

Ameno

15-12-2008 19:58:15

There is no limit in the number of meshes (even really crazy object scene numbers in 64bits)

Could you open a support ticket with your scene (or any test scene where this can be reproduced), it will be reviewed to determine the cause of the exception and a solution (or fix if needed) will be provided


My ticket is open with a link for download the scene (filefront).

Thank you.

Lioric

08-01-2009 23:40:07

The issue has been identified and solved, it was related to a bug in Max when processing a big number of objects that were using shaders

This will be included in the next update, or if you need this asap notify support