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What file format works best when using Assimpconverter?
Posted: Tue Oct 14, 2025 12:20 am
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.
Re: What file format works best when using Assimpconverter?
Posted: Tue Oct 14, 2025 1:06 pm
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.
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.
Re: What file format works best when using Assimpconverter?
Posted: Tue Oct 14, 2025 11:17 pm
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.
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
Re: What file format works best when using Assimpconverter?
Posted: Wed Oct 15, 2025 1:07 am
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
Re: What file format works best when using Assimpconverter?
Posted: Wed Oct 15, 2025 11:49 pm
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
Re: What file format works best when using Assimpconverter?
Posted: Thu Oct 16, 2025 12:07 pm
by minimy
https://github.com/OGRECave/blender2ogre
No need c or c++ neither.. hehe
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.
Re: What file format works best when using Assimpconverter?
Posted: Thu Oct 16, 2025 1:25 pm
by Distorted Pixel
minimy wrote: Thu Oct 16, 2025 12:07 pm
https://github.com/OGRECave/blender2ogre
No need c or c++ neither.. hehe
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
Re: What file format works best when using Assimpconverter?
Posted: Sat Oct 18, 2025 3:52 am
by Distorted Pixel
I have noticed at least on my computer ( Windows 10 64 bit, AMD 4.4 Duel core processor, Nvidia Geforce GTX 1080 8GB, 16GB Ram, fragmotion has trouble importing/loading objects to some degree. My 2 soccer(English footbal) goals consist of 11 objects each and the pitch has 5 objects(the playing field(pitch) and the 4 borders. All the bars that make the goal frame have been joined into one object and the net is separate. Everything is distorted so bad that you can't tell what it is.
What is suppose to show is the playing field (pitch) and the 2 goal frames with their nets.
If I delete the goals and the nets and just load the pitch and all 4 borders, it loads fine into fragmotion. When I load the pitch into PureBasic it shows the pitch, but the borders are screwed up
Re: What file format works best when using Assimpconverter?
Posted: Sat Oct 18, 2025 8:10 am
by miso
It's when converting .x files. There are diferent coordinate systems, and there is some transformations (did not spent time to investigate it in details) that are not necessarily used with every mesh, where some angles are in a reversed coordinate system, and causes a distorted mesh when saved. Can't be helped as far as I know.