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1<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
2<html>
3<head>
4  <meta http-equiv="content-type"
5 content="text/html; charset=ISO-8859-1">
6  <title>Using the 3DS Max exporter</title>
7</head>
8<body>
9<div style="text-align: left;">
10<div style="text-align: center;"><span
11 style="font-weight: bold; text-decoration: underline;">OGRE 3D Studio
12Max Exporter<br>
13</span><a href="http://www.ogre3d.org">http://www.ogre3d.org</a><span
14 style="font-weight: bold; text-decoration: underline;"><br>
15</span></div>
16<span style="font-weight: bold; text-decoration: underline;"></span></div>
17<span style="font-weight: bold; text-decoration: underline;"><br>
18How to use the 3DS exporter</span><br>
19<br>
20Please read '<a href="install.txt">install.txt</a>' for information on
21how to install the exporter.<br>
22<br>
23Features of the exporter:<br>
24<ul>
25  <li>exports meshes</li>
26  <li>exports bones, vertex assignements and bones animation, using the
27skin modifier</li>
28  <li>exports .material files, however you are
29better to use an OGRE .material script
30to define them, since you can then use the full OGRE material
31properties.</li>
32  <li>exports everything to XML, which allows you to review or alter
33the exported details if you wish. The XML must be converted to OGRE
34binary format using XMLConverter before runtime use.<br>
35  </li>
36</ul>
37<span style="font-weight: bold; text-decoration: underline;">How to use
38it</span><br>
39<ol>
40  <li>In the 'Ogre Tools' toolbar, click the 'Export to OGRE' button</li>
41  <li>Click the 'Select A Mesh' button and pick the mesh you wish to
42export</li>
43  <li>Tick the'Export Mesh' checkbox if you want to export the geometry
44of the object</li>
45  <li>Tick the 'Export Skeleton' box if you want to export the skeleton
46and animations. Specify the name you want to give the animation, the
47range and duration.<br>
48  </li>
49  <li>Specify an output file name which will be used as a base for all
50exported files</li>
51  <li>Click 'Export'</li>
52</ol>
53This will create XML files called &lt;outputfile&gt;.mesh.xml and
54&lt;outputfile&gt;.skeleton.xml. The former contains the geometry,
55material links and bone assignments, the latter contains the definition
56of the skeleton and the animation which was exported. Note that it is
57possible to have more than one animation for the skeleton in the same
58skeleton file, all you have to do is export the animations to separate
59files, and combine the extra animations in one XML file by adding the
60&lt;animation&gt; node&nbsp; and all it's children to the one
61&lt;animations&gt; node on the combined file, with a text editor.<br>
62<br>
63<span style="font-weight: bold; text-decoration: underline;">Converting
64XML to binary files</span><br>
65Once you're happy with the files, you need to convert them to OGRE's
66binary formats to use them at runtime (XML is too inefficient to use
67for
68large data structures like meshes at runtime).<br>
69<br>
70To do this, you need to use the XMLConverter tool, provided in the Ogre
71source tree under ogrenew/Tools/XMLConverter, or available as a
72precompiled binary if required. Simply run:<br>
73<pre>XMLConverter &lt;xml filename&gt;</pre>
74.. on both the .mesh.xml and .skeleton.xml files, and XMLConverter will
75produce .mesh and .skeleton binary files out of the XML. These can then
76be placed into your OGRE resource locations for runtime use.<br>
77<br>
78<span style="font-weight: bold; text-decoration: underline;">More
79information and tutorials</span><br>
80In samples directory, you can found 4 max files which show exporter
81features.
82Even if standard Ogre maps have been chosen, you may have to specify
83where are the bitmaps in the material editor.<br>
84<br>
85But before using these examples, please read the 2 tutorials you can
86found <a href="Docs/index.html">here</a>.<br>
87<br>
88The OGRE team would like to thank Etienne 'earthquakeProof' Mallard for
89developing this exporter.<br>
90<br>
91</body>
92</html>
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