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1<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
2<html>
3<head>
4  <title>OGRE Meshes Exporter</title>
5  <meta name="description" content="OGRE Meshes Exporter Manual">
6  <meta name="keywords" content="OGRE, Blender, Export">
7  <meta name="resource-type" content="document">
8  <meta name="distribution" content="global">
9  <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
10  <link type="text/css" rel="stylesheet" href="style.css">
11</head>
12
13<body>
14<div>
15<h1>OGRE Meshes Exporter</h1>
16<p>
17Blender is an open source 3D content creation suite for modeling, animation, rendering and video post production. The OGRE Meshes Exporter is a set of python scripts to run directly within Blender. Currently it supports the export of
18</p>
19<ul>
20  <li>
21  mesh objects with vertex colours, multiple materials, uv textures and blend modes,
22  </li>
23  <li>
24  armature keyframe animations,
25  </li>
26  <li>
27  relative mesh shape animations.
28  </li>
29</ul>
30<h2>Table of Contents</h2>
31<ul>
32  <li>
33  <a href="#Installation">Installation</a>
34  </li>
35  <li>
36  <a href="#Basic Usage">Basic Usage</a>
37  <ul>
38    <li>
39    <a href="#Options">Options</a>
40    </li>
41  </ul>
42  </li>
43  <li>
44  <a href="#Meshes">Meshes</a>
45  </li>
46  <li>
47  <a href="#Materials">Materials</a>
48  <ul>
49    <li>
50      <a href="#Rendering Materials">Rendering Materials</a>
51    </li>
52    <li>
53      <a href="#Game Engine Materials">Game Engine Materials</a>
54    </li>
55  </ul>
56  </li>
57  <li>
58  <a href="#Animations">Animations</a>
59  <ul>
60    <li>
61    <a href="#Armature Animations">Armature Animations</a>
62    </li>
63    <li>
64    <a href="#Shape Animations">Shape Animations</a>
65    </li>
66  </ul>
67  </li>
68</ul>
69<h2><a name="Installation">Installation</a></h2>
70<p>
71The script needs access to standard Python modules not shipped with Blender. Consult the Blender documentation at <a href="http://www.blender.org"> www.blender.org</a> how to incorporate Python with Blender.
72</p>
73<ul>
74  <li>
75  Copy the the script and all subdirectories either into ".blender/scripts" or the user defined scripts directory.
76  </li>
77  <li>
78  In the "Scripts Window" run "Scripts &rarr; Update Menus".
79  </li>
80</ul>
81
82<h2><a name="Basic Usage">Basic Usage</a></h2>
83<p>
84  There is a one-to-one correspondence:
85</p>
86<div class="importantBox">
87  <div class="center">
88    Blender Object (OB) &harr; Ogre::SceneNode
89  </div>
90  <div class="center">
91    Blender Mesh (ME) &harr; Ogre::Entity
92  </div>
93</div>
94<p>
95  The OGRE Meshes Exporter maps Blender Meshes (ME) to Ogre Entities. Please refer to the OGRE Scene Exporter for the mapping of Blender Objects (OB) to Ogre SceneNodes.
96</p>
97<p>
98To export Blender Meshes (ME) do:
99</p>
100<ul>
101  <li>
102  In the "3D View" select the mesh objects you want to export.
103  </li>
104  <li>
105  In the "Scripts Window" run "Scripts &rarr; Export &rarr; OGRE Meshes".
106  </li>
107  <li>
108  Choose your export options.
109  </li>
110  <li>
111  Press the "Export" button.
112  </li>
113</ul>
114<p>
115You will get a detailed log of the export process. All files are exported in the OGRE XML format. Use the
116OgreXMLConverter of your OGRE installation to convert the generated XML files to binary .mesh and .skeleton files.
117</p>
118<p>
119<img style="width: 517px; height: 518px;" src="images/meshesexporter.png" alt="exporter screenshot">
120</p>
121<p>Screenshot of the exporter interface.</p>
122
123<h3><a name="Options"></a>Options</h3>
124<dl compact="compact">
125  <dt>Selected:</dt>
126  <dd>The pop-up menu has an entry for every object that is selected for download. Select a mesh object in order to display its animation settings in the box below.
127  <dl>
128  <dt>Update</dt>
129  <dd>Updates the list of all objects selected for export from the currently selected objects in the "3D View". Also updates the list of possible actions, deletes animations for removed actions and sets default animations for new actions.</dd>
130  </dl>
131  </dd>
132
133  <dt>Animation Settings of</dt>
134  <dd>Shows the animations that will be exported for the given mesh. You can switch between Skeleton, Pose and Morph animations, if available.
135    <dl>
136      <dt>Skeleton</dt>
137      <dd>Show the skeleton animations, that will be exported. Only available if the mesh is modified via an armature either as parent or as modifier.</dd>
138
139      <dt>Pose</dt>
140      <dd>Show the pose animations, that will be exported. Only available if the mesh has shape keys.</dd>
141
142      <dt>Morph</dt>
143      <dd>Show the morph animations, that will be exported. Only available if the mesh has shape keys.</dd>
144    </dl>
145    Each line in the area with the scrollbar corresponds to an animation, that will be exported.
146    <dl>
147      <dt>Action name</dt>
148      <dd>The name of the Blender action. Only available for skeleton animations.</dd>
149
150      <dt>Start:</dt>
151      <dd>Start frame of the animation.</dd>
152
153      <dt>End:</dt>
154      <dd>End frame of the animation.</dd>
155
156      <dt>Animation export name</dt>
157      <dd>The animation name in the exported OGRE file.</dd>
158
159      <dt>Delete</dt>
160      <dd>Removes the animation from export.</dd>
161
162      <dt>Add</dt>
163      <dd>Add another animation to be exported.</dd>
164    </dl>
165  </dd>
166
167<dt>Material Settings</dt>
168  <dd>
169  <dl>
170    <dt>Material File</dt>
171    <dd>The name of the material script file that will be generated.</dd>
172 
173    <dt>Coloured Ambient</dt>
174    <dd>Use scaled diffuse colour as ambient colour instead of scaled white.
175This does only work for materials for which TexFace is not set.</dd>
176
177    <dt>Game Engine Materials</dt>
178    <dd>Export materials as displayed in the game engine. Materials are exported
179as displayed in the rendered results on default.</dd>
180
181    <dt>Copy Textures</dt>
182    <dd>Copy textures to the export path, if possible</dd>
183  </dl>
184  </dd>
185
186  <dt>OgreXMLConverter</dt>
187  <dd>Convert the XML files to binary files via the OgreXMLConverter. The exporter must be able to find the converter executable. You can specify its location in the preferences.</dd>
188
189  <dt>Path</dt>
190  <dd>All files of the exporter are written into this
191directory. Mesh files are named after the mesh name in Blender with suffix ".mesh.xml". Skeleton files are named after the mesh object name and the armature name in Blender with suffix ".skeleton.xml".</dd>
192
193  <dt>Export</dt>
194  <dd>Export all objects in the list of objects selected for export.</dd>
195
196  <dt>Preferences</dt>
197  <dd>
198  <dl>
199    <dt>OgreXMLConverter</dt>
200    <dd>
201    <dl>
202      <dt>Auto</dt>
203      <dd>OgreXMLConverter is called without specifying its location. Only works if the executable is in the PATH.</dd>
204     
205      <dt>Manual</dt>
206      <dd>Calls the executable specified in Converter.</dd>
207     
208      <dt>Additional arguments</dt>
209      <dd>Additional arguments added to the converter call.</dd>
210    </dl>
211    </dd>
212   
213    <dt>Ok</dt>
214    <dd>Apply changes.</dd>
215   
216    <dt>Cancel</dt>
217    <dd>Discard changes.</dd>
218  </dl>
219  </dd>
220
221  <dt>Help</dt>
222  <dd>Display the manual in the default browser.</dd>
223
224  <dt>Quit</dt>
225  <dd>Exit from the export script.</dd>
226</dl>
227
228<p>The script loads and saves its options to a text buffer
229"OgrePackage.cfg" inside the current .blend file. You can save the current settings, if you save the .blend file after quitting the exporter.
230</p>
231
232<h2><a name="Meshes">Meshes</a></h2>
233
234<p>The script supports sticky and per face vertex uv coordinates,
235smoothed and non-smoothed normals, vertex colours. Each rectangle face
236is automatically converted into two triangle faces in the exported mesh. The exporter defaults to using 16 bit indices but if the submesh vertex count exceeds the 16 bit limit then 32 bit indices are used.</p>
237
238<p>The script does not support subdivision surface (SubSurf) options.
239To export a SubSurf object, you have to convert it into a Mesh object,
240"Object &rarr; Convert Object Type... &rarr; Mesh (keep original)".</p>
241
242<p>The script does not support the "Double Sided" mesh option, use the "Two Sided" face option instead.</p>
243
244<p>To force the export of vertex colours, select "VCol Light" in the meshes' materials and export with "Game Engine Materials" disabled.
245</p>
246
247<h2><a name="Materials">Materials</a></h2>
248
249<p>In contrast to OGRE, Blender treats material, uv texture and blend
250mode separately. Also Blender distinguishes between material appearance
251in the game engine and material appearance in the rendered results.
252</p>
253
254<h3><a name="Rendering Materials">Rendering Materials</a></h3>
255
256<p>The name of the exported material is the same as in Blender. If the
257"Two Sided" face option is set, the suffix "/TWOSIDE" is appended. If
258the "TexFace" material option is set, the suffix "/TEXFACE" and the
259name of the texture image that is assigned with the UV/Image Editor is
260appended. The "Two Sided" face option has no effect in Blender's
261rendering results and is evaluated on export for convenience only.
262</p>
263
264<p>
265<img src="images/material.png" alt="material panel" height="203" width="288">
266</p>
267
268<p>
269<img src="images/shaders.png" alt="shaders panel" height="203" width="288">
270</p>
271
272<p>
273<img src="images/mirrortransp.png" alt="mirrortransp panel" height="203" width="288">
274</p>
275
276Blender's material settings that affect the exported OGRE material are marked green.
277<p>
278<img src="images/image.png" alt="image panel" height="203" width="288">
279</p>
280
281<p>The script exports image textures with "Map Input" set to "UV" and
282"Map To" set to "Col" and optional "Alpha". The supported image options
283are marked green.
284</p>
285
286<table>
287  <tbody>
288    <tr>
289    <th>InterPol</th>
290    <th>MipMap</th>
291    <th>resulting filtering</th>
292  </tr>
293  <tr>
294    <td>yes</td>
295    <td>yes</td>
296    <td>trilinear</td>
297  </tr>
298  <tr>
299    <td>yes</td>
300    <td>no</td>
301    <td>linear linear none</td>
302  </tr>
303  <tr>
304    <td>no</td>
305    <td>yes</td>
306    <td>bilinear</td>
307  </tr>
308  <tr>
309    <td>no</td>
310    <td>no</td>
311    <td>none</td>
312  </tr>
313  </tbody>
314</table>
315
316<h3><a name="Game Engine Materials">Game Engine Materials</a></h3>
317The material name has to be unique. Therefore, the name of the exported
318material consists of Blender's material name (if any), the face blend
319mode and texture file name (if any). If vertex colours are defined, a
320postfix "/VertCol" is appended. Also, if the two-sided face option is
321set, "/TWOSIDE" is appended.
322
323<p>If a material is assigned to face, only the properties that affect
324the appearance in the game engine are exported. These are the "Col" and
325"Spe" colours, the "Amb", "Spec" and "Hard" factors and the "VCol
326Paint" and "TexFace" options.
327</p>
328Textures assigned with the UV/Image Editor are exported. Note that
329material image textures, which can be exported as rendering engine
330materials, give you more control over filtering and texture address
331modes.
332
333<p>
334<img src="images/face.png" alt="face options" height="310" width="398">
335</p>
336<p>
337Blender's face settings affect the mesh appearance only in the game
338engine. The properties exported by the script are marked green.
339</p>
340
341<h2><a name="Animations">Animations</a></h2>
342<p>
343The animation speed in the export in terms of frames per second is taken from the corresponding scene render button.
344</p>
345<p>
346<img src="images/format.png" alt="format panel" height="203" width="288">
347</p>
348<p>
349Blender's format setting that affect the exported OGRE animation is marked green.
350</p>
351<h3><a name="Armature Animations">Armature Animations</a></h3>
352
353<p>Armature animation export is available if the mesh has an armature as parent deform or an armature modifier and that armature has at least one action. Armature animations are exported based upon keyframe ranges and action names. You can choose any frame as start and end frame of an animation. In order to export armature animations of a mesh you don't have to select the armature
354separately. On export, the script will sample the bone poses of the selected action frame by frame.
355</p>
356<ul>
357<li>All vertices must be assigned to at least one bone.</li>
358<li>In OGRE, you can have no more than four weighted bone assignments per mesh
359vertex.</li>
360<li>Note that OGRE does not inherit parent bone scaling by default.</li>
361</ul>
362<p>
363<img src="images/armaturemodifier.png" alt="modifiers panel" height="203" width="288">
364</p>
365<p>
366<img src="images/armatureparent.png" alt="modifiers panel" height="203" width="288">
367</p>
368<p>
369The script supports a parented armature as well as an armature modifier.
370</p>
371
372<h3><a name="Shape Animations">Shape Animations</a></h3>
373Relative shape animations can be exported as pose or morph animations. On export, the script will sample the vertex positions frame by frame.
374<p>
375<img src="images/relativeshape.png" alt="shape panel" height="203" width="288">
376</p>
377<p>
378The script exports relative shape keys.
379</p>
380</div>
381</body>
382</html>
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