working with the built in ogre
Posted: Sat Mar 14, 2009 5:14 am
Here is a screen capture of a game I am working on (4.5mb avi)
http://www.msbworld.net/art/tempstore/u.zip
I thought newcomers might be saved a lot of time (and expense) if I gave them a relatively cheap working pipeline for creating original content.
1. Create (animated) model in fragmotion ($25 US)
or convert an existing model (fragmotion is very good at this).
2. export it to an ogre xml mesh
(don't forget to save in native fragmotion format as well)
3. drag and drop xml mesh onto OgreXmlConverter.exe( part of the free OgreCommandLineTools )
4. use cegview (free) to view and check mesh and materials can be loaded ok by ogre
5. make sure mesh and materials are in a sub directory of your project.
(if you move your materials you will have to edit your .material file to reflect correct paths)
6. In pb add the subdirectory containing your mesh and materials using the command Add3DArchive.
I hope this info may be of use to someone
http://www.msbworld.net/art/tempstore/u.zip
I thought newcomers might be saved a lot of time (and expense) if I gave them a relatively cheap working pipeline for creating original content.
1. Create (animated) model in fragmotion ($25 US)
or convert an existing model (fragmotion is very good at this).
2. export it to an ogre xml mesh
(don't forget to save in native fragmotion format as well)
3. drag and drop xml mesh onto OgreXmlConverter.exe( part of the free OgreCommandLineTools )
4. use cegview (free) to view and check mesh and materials can be loaded ok by ogre
5. make sure mesh and materials are in a sub directory of your project.
(if you move your materials you will have to edit your .material file to reflect correct paths)
6. In pb add the subdirectory containing your mesh and materials using the command Add3DArchive.
I hope this info may be of use to someone