Fileformat and Character

ArcanumGame

14-09-2010 19:21:27

For some reason, the compiling has worked now and there
came no further errors.
My next question about NxOgre is, what I can do , if I want
to use *.mesh models. It's one of my problems, that *.mesh
don't work alone with physx, but with the *.nsx they do.
I've got my World from 3ds max 9.0 with the OgreMax *.mesh
exporter. This exporter directly build a mesh and a material
file. How can I convert them into the *.nsx format?

#------------------------

Next problem is: If I've got this files in my Scene, which will
hopefully happen, how can I attach a charactermodel to a
Ogre::SceneNode? It's important because I use the translate-
funktion of the SceneNodes to give the CharacterNode its
direction in the Scene:

CharacterNode->translate(0, 0, RUNNING_FOREWARD*evt.timeSinceLastFrame, Ogre::Node::TS_LOCAL);

which will force my object to move in the direction "OGRE::NODE::TS_LOCAL".
But this will not work with your physx-system i think, because the NxOgre Objects
are not Ogre Movable Objects. I would be really dissapointed, if I couldn't use the
NxOgre-System, because in my opinion, it's a very useful and lovely piece of work!!
:wink:

jarwulf

29-09-2010 21:36:12

For some reason, the compiling has worked now and there
came no further errors.
My next question about NxOgre is, what I can do , if I want
to use *.mesh models. It's one of my problems, that *.mesh
don't work alone with physx, but with the *.nsx they do.
I've got my World from 3ds max 9.0 with the OgreMax *.mesh
exporter. This exporter directly build a mesh and a material
file. How can I convert them into the *.nsx format?


AFAIK both meshes and nxs can be used at the same time in Nxogre. Meshes provide the visible component of an object and nxs provides the physics. As for nxs converters Nvidia helpfully provides one for 3ds max but completely neglected Maya so I'm stuck with having to use an old version of flour.