Exporting w/ fusion

hizdudeness

07-04-2006 19:14:07

Hey Ive been looking for the tutorial on exporting something into a mesh file to use w/ pyogre. I'm sure I just missed it somewhere .. I was just wondering if someone had it bookmarked and could link me to it.

Evak

07-04-2006 22:18:48

um, you export the ofusion .OSM scene and ofusion creates all the files .mesh .material etc in the same dir that the OSM is saved to.

The .OSM file is proprietary, but the .mesh and .material files etc are standard ogre ones.

I do see some advantage to being able to export seperate mesh files though. One reason being that often towards the end of developing a scene you may only want to change one objects properties, materials etc, but not touch the scene and other objects.

Havent used ofusion that much yet. I'm sure you can adapt your methods of working to suit the way ofusion does, but sometimes its nice to just be able to export a selected mesh the export selected.

hizdudeness

07-04-2006 22:26:33

well dont i feel like a big retard. I'm on my home comp now, and I swear I didnt see that when I was looking. Maybe it should blink on the list ;)


Thank you for the reply though. :D

Evak

07-04-2006 22:31:14

hehe, got me confused the first time too, as I was expecting to find a .mesh export option. A scene isn't something you need to save as often as individual parts :)

hizdudeness

08-04-2006 06:40:29

I would like to use the .osm file that is included when i export my max files. I've gathered that I need to use the ofusion library files (where should i drop these files?) where should call this file in my python code? (righ terminology?)

hizdudeness

08-04-2006 18:02:16

I also got my indavidual meshes in, but without textures. The materials showed up in the ofusion vewport. Why wouldnt they show up when i run the model in ogre?

I just dont know how to use the .osm file.

Evak

08-04-2006 18:21:30

the materials worked fine for me. We havent used .OSM yet either, just the meshes and materials. Which have worked fine so far. I'm using .DDS format textures (DXTC 1 and DXTC 5)

hizdudeness

08-04-2006 18:32:41

I just used included .max materials, and used the option to change it into something ogre can use. Maybe i did somethig wrong i max.

It just seems like the OSM would work so much eisier to lighitng. and organizing the scene. I just like the idea of using it for placing lighting since you could actually see what the lighting would look like in the scence. I'm still playing with it. I was just wondering if all you do to instlall the ofusion library was to drop that folder into the python folder?

And if thats the case how do you go about using it?

Evak

08-04-2006 19:59:33

the scene loader in on the main ofusion page in the downloads section. I'm not a coder so I'm not sure how you set up the loader really. THere are a few ways it might be added I suppose but someone who knows might be able to tell you better.

The source is C++ not sure if your supposed to compile it into a .dll or just include it with your source and call the functions from in your app. I left that up to someone else as I'm a coding newbie with C++. I'd like to know how it works so I can try doing it myself too.

hizdudeness

08-04-2006 20:27:14

Yea I'm using pyogre. I dunno I can start another thread for it. I just dont know how to get started with it. I'll give it a little bit longer and thne see about starting another thread. I feel bad when i'm constantly posting questions every couple of hours, and especially when its on basically the same thing.

Lioric

09-04-2006 00:04:47

To use with phyton, probably you need a wrapper class to provide the methods of the Scene loader lib in your language

I have not used phyton but if a wrapper class is needed, it can be made in no time

You can request to add oFusion support to the pyOgre mantainers

The scene loader lib its meant to be used directly in your application or added to your engine (advanced users can put it in dll or static libs), so if pyOgre is a library, the scene loader can be added to it

hizdudeness

09-04-2006 00:11:07

OK well at least that clears up the question on wether or not this is an easy move ;) . I'll make a post over in the pyogre forum, and see what they have to say.

Thanks!

Evak

09-04-2006 05:50:27

thanks lioric for the info. I have been trying to learn how to build projects and get your scene loader working myself in VC2005.

Currently I'm having problems with ogrenewt which I need to get sorted first, I can compile your scene loader on its own, and ogrenewt on its own. But the programmers want ogrenewt in there first <rolls eyes> before I can try adding your sceneloader lib.

Tried the external .DLL route, but its creating a .dll without a seperate pointer for him to link to the dll with.

Back to trying to get ogrenewt integrated properly, at least I'm learning something :)

Lioric

09-04-2006 18:29:07

To add the scene loader to your applications just add the files in the scene loader lib distribution to your solution and you are ready, you dont need to do any special tricks, a simple "Add Existing Item..." in your solution will do it

Evak

09-04-2006 21:03:44

lol, thanks Lioric, I just fixed the ogrenewt and sceneloader with your little tip :)

Now I have to send my source back to the guys