I've been wanting to experiment with the Ogre functions in PB now for a while, but I can't seem to find a way past the first hurdle of exporting some meshes to load up...
I've tried the mesh exporter plugins for 3DS Max 4, from the Ogre site, but I have Max 5 only, and it won't load there at all, so I quickly gave up on that. I also understand it doesn't export bones, so it wouldn't be much joy even if it did work...
I've tried the Milkshape 3D exporter as well, but that doesn't work either - from what I've been able to gather, by reading reports of similar problems in the Ogre forum, there are some DLLs missing, which do not come with the binary distribution of the MS3D exporter ... like most PB users, I don't happen to have VC++ 6.0 for building those missing binaries, so that's another dead end

My only other alternative is to use the Quake 3 BSP format, for which there are plenty of tried and tested exporters and tools, both for MS3D and Max 5. Unfortunately, there is a well-known, ugly license restriction on this format, so I'd really rather not use this format at all.
What's the score?
Is there any way for a "normal" PB user to make Ogre .mesh models to use with PB? Even a simple command-line converter or something would give me plenty of joy, but even that doesn't seem to exist - I can't understand why it has to be this difficult ...
The idea of having a 3D engine in PB is wonderful, but if it can't be made accessible to the common PB user, only to VC++ programmers, well - that sort of defeats the purpose of having a 3D engine in a basic compiler, doesn't it? :/