What file format works best when using Assimpconverter?

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Distorted Pixel
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What file format works best when using Assimpconverter?

Post by Distorted Pixel »

Hi,

What format does work best? I have used .obj and .dae.

I have been using Blender to create the object/s. When I create object consisting of multiple objects or a scene with multiple objects and export it out, then run it through the converter, the material file doesn't list things in any easy to work with order.
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Re: What file format works best when using Assimpconverter?

Post by minimy »

Distorted Pixel wrote: Tue Oct 14, 2025 12:20 am Hi,

What format does work best? I have used .obj and .dae.

I have been using Blender to create the object/s. When I create object consisting of multiple objects or a scene with multiple objects and export it out, then run it through the converter, the material file doesn't list things in any easy to work with order.
Hello DP, this is part of the nightmare working with ogre. :lol:
I thing you are using OgreAssimpConverter not AssimpConverter (are diferent).
If your model is static (no animated) obj and dae work fine.
If is animated, i use fbx. an convert to ogre with blender or fragmotion, I preffer fragmotion because for me is more fast and simple to animate any thing. Is free too and admit bones and vertexanimation.
If you want work with illumination and shadows maps can use DeleD is free and nice to create simple lowpoly scenarys and models. Both expot ogre files, the best of DeleD is no need calculate UV projection, is automatic. (old format but work)

Materials and textures some times are not recognized and you must edit your .material file to fix it. Paths are crazy and put ambient, diffuse and more things what you no need or can put manually later.
With more than one material can have problems. I use a mapped UV object with one texture to fit all the object. Later if i need add layers to the material with code in PB.
I know the easy way is using many diferent materials, but later is hard to fit any material over every submesh. Is possible but is a waste of time in my opinion.
In major cases with only one texture for diffuse and other for normalmap can have a good visual effect.

If you want to use shaders from pfshadoko, load the mesh, create the material shader and apply material to entitys from pb.

I hope this can help you.
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Re: What file format works best when using Assimpconverter?

Post by Distorted Pixel »

minimy wrote: Tue Oct 14, 2025 1:06 pm
Distorted Pixel wrote: Tue Oct 14, 2025 12:20 am Hi,

What format does work best? I have used .obj and .dae.

I have been using Blender to create the object/s. When I create object consisting of multiple objects or a scene with multiple objects and export it out, then run it through the converter, the material file doesn't list things in any easy to work with order.
Hello DP, this is part of the nightmare working with ogre. :lol:
I thing you are using OgreAssimpConverter not AssimpConverter (are diferent).
If your model is static (no animated) obj and dae work fine.
If is animated, i use fbx. an convert to ogre with blender or fragmotion, I preffer fragmotion because for me is more fast and simple to animate any thing. Is free too and admit bones and vertexanimation.
If you want work with illumination and shadows maps can use DeleD is free and nice to create simple lowpoly scenarys and models. Both expot ogre files, the best of DeleD is no need calculate UV projection, is automatic. (old format but work)

Materials and textures some times are not recognized and you must edit your .material file to fix it. Paths are crazy and put ambient, diffuse and more things what you no need or can put manually later.
With more than one material can have problems. I use a mapped UV object with one texture to fit all the object. Later if i need add layers to the material with code in PB.
I know the easy way is using many diferent materials, but later is hard to fit any material over every submesh. Is possible but is a waste of time in my opinion.
In major cases with only one texture for diffuse and other for normalmap can have a good visual effect.

If you want to use shaders from pfshadoko, load the mesh, create the material shader and apply material to entitys from pb.

I hope this can help you.
Yes, I am using OrgeAssimpConverter.

If I convert to Orge using Blender or Fragmotion, do they export out to XML? If so, I need to learn XML stuff.
What version Blender are you using to export to Orge?

Thank you for this useful information minimy
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Re: What file format works best when using Assimpconverter?

Post by minimy »

Blender 2.83 with Ogre plugin. No need export or learn xml, you can export direct to .mesh ogre with blender, fragmotion and delEd.
The big problem with ogre is the lack of documentation, And it's a shame because it's a great graphics engine
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Re: What file format works best when using Assimpconverter?

Post by Distorted Pixel »

minimy wrote: Wed Oct 15, 2025 1:07 am Blender 2.83 with Ogre plugin. No need export or learn xml, you can export direct to .mesh ogre with blender, fragmotion and delEd.
The big problem with ogre is the lack of documentation, And it's a shame because it's a great graphics engine
My only issue with using Blender with the Orge plugin is I don't have enough C++ experience to compile the plugin. I have not found a precompiled version, so I will have to use Deled or Fragmotion.

I just tried creating a simple cube in Blender and export out to .obj and import into Fragmotion and export out to .mesh. Then I loaded it into PureBasic and it worked.

[Edit:] Fragmotion does create a .mesh file, but also creates an XML file, but as you said, I don't need to learn XML to get it to load correctly.

My another thing I will have to learn is how to change colors or textures mid game for example in a massive multiplayer online game a character changing clothes or hair color and so on

Thank you minimy for your help
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Re: What file format works best when using Assimpconverter?

Post by minimy »

https://github.com/OGRECave/blender2ogre
No need c or c++ neither.. hehe :mrgreen:
Im using 2.83 with this addon, but if i remember good 3.x include the plugin. (im not sure)
You need to copy the folder io_ogre to 2.8\scripts\addons\io_ogre
This work with blender 2.8 to 3.5 i think
Set enable In blender preferences / addon: Import-Export: OGRE Importer-Exporter (.scene,.mesh,.skeleton)
Restart blender and voila! You have .mesh in blender.
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Re: What file format works best when using Assimpconverter?

Post by Distorted Pixel »

minimy wrote: Thu Oct 16, 2025 12:07 pm https://github.com/OGRECave/blender2ogre
No need c or c++ neither.. hehe :mrgreen:
Im using 2.83 with this addon, but if i remember good 3.x include the plugin. (im not sure)
You need to copy the folder io_ogre to 2.8\scripts\addons\io_ogre
This work with blender 2.8 to 3.5 i think
Set enable In blender preferences / addon: Import-Export: OGRE Importer-Exporter (.scene,.mesh,.skeleton)
Restart blender and voila! You have .mesh in blender.
Thank you for all this information, it has helped tremendously.

I will get the plugin and install it tonight after work
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