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License: GNU Lesser General Public License v2.1
Automatically exported from code.google.com/p/blender2ogre
License: GNU Lesser General Public License v2.1
What steps will reproduce the problem?
1. Create a blender file with a lamp
2. Export the .scene file.
What is the expected output? What do you see instead?
Expected: .scene file contains light information such as colorDiffuse,
colorSpecular and colorShadow.
Happens: Only node information of light is exported.
What version of the product are you using? On what operating system?
Tried on Blender 2.57 and 2.58.
Please provide any additional information below.
Seems to have happened starting from version 0.3.8. Version 0.3.7 works fine.
Original issue reported on code.google.com by [email protected]
on 26 Jun 2011 at 3:22
What steps will reproduce the problem?
1. create a somple mesh with a simple armature
2. export the scene
3. change the swap axis in the export options and export again
4. compare the 2 skeleton files and notice that they are exactly the same
What is the expected output? What do you see instead?
- coordinate system is expected to change
What version of the product are you using? On what operating system?
- OS: win7 64bit
- blender: r36608
- ogreexporter: 0.3.4
Please provide any additional information below.
- changing the export option to swap axis does nothing, its always exported in
default coordinate system.
Original issue reported on code.google.com by [email protected]
on 11 May 2011 at 8:12
What steps will reproduce the problem?
1. Assign vertices to more than 4 vertex groups
2. Export mesh.
What is the expected output? What do you see instead?
Mesh should export normally with warning messages.
Python throws exception about not initialized variable "badverts" at line 6169
in dot_mesh function. In the dot_mesh_old everything is ok.
What version of the product are you using? On what operating system?
os: Windows Vista sp2
blender2ogre: 0.4.1
Original issue reported on code.google.com by [email protected]
on 10 Jun 2011 at 9:45
Ogre 1.8 adds the ability to send updated normals along with vertex positions
during shape animation.
It would be great if the Blender exporter supported this feature, as the
usefulness of shape-key animation is substantially decreaed by the lack of
normal updates.
The relevant commit in OGRE code is here:
http://permalink.gmane.org/gmane.comp.multimedia.ogre.cvs/20448
Obviously this would only be useful for users of OGRE 1.8, as current stable
versions do not support this feature
Original issue reported on code.google.com by [email protected]
on 18 Jul 2011 at 1:02
What steps will reproduce the problem?
1. Use the native version of OgreMeshy instead of Wine.
2. Click on the OgreMeshy preview button.
3. The mesh will be placed in your Wine directory, and OgreMeshy will be unable
to load it since it's attempting to load it from /tmp.
What is the expected output? What do you see instead?
blender2ogre does not detect if you're using the Wine version of OgreMeshy or a
Linux native binary. When exporting, the mesh preview is always placed in
~/.wine/drive_c/tmp. When the native version of OgreMeshy tries to open the
mesh, it is unable to since it attempts to load the mesh preview from /tmp
instead of ~/.wine/drive_c/tmp.
What version of the product are you using? On what operating system?
Using revision 0dc0748d7fee on Gentoo Linux.
Please provide any additional information below.
Perhaps blender2ogre should check if the extension ends with .exe and is
running on Linux to determine if the mesh preview should be placed in
~/.wine/tmp or /tmp.
This should probably also apply to Tundra2. I haven't been able to build and
run Tundra2 yet, but I presume Tundra2 loads mesh previews the same way as
OgreMeshy.
Original issue reported on code.google.com by [email protected]
on 19 Mar 2012 at 11:52
Extracts from our Ogre 3D forum topic "Blender25 Ogre Exporter + extended
.scene format" :
http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61485&start=25
---------------------------------------------------
by LiMuBei » Fri Jan 07, 2011 2:23 pm
[...]
I attached my version in case anyone wants to give it a try. I tested it with
Blender 2.56a Beta from blender.org on Win7 64bit.
[...]
- get FPS from render settings (wasn't in the version I grabbed)
(patched file is the same as in issue 3 :
http://code.google.com/p/blender2ogre/issues/detail?id=3)
---------------------------------------------------
What I understand is that the patch provided is NOT COMPLETE (I've seen a
"30fps" replaced by a "25fps" hardcoded instead of using the "fps" variable :
as I have not set up an animation to reproduce this problem, I am not currently
able to correct it myself securely
Original issue reported on code.google.com by [email protected]
on 18 Mar 2011 at 9:53
Would like to use blender to setup ogre materials for normal mapping etc and
the video showing this approach has "script inheritance" used but has no
options in latest version. The tundra download for realExtend installs to the
program files directly and not C:\Tundra2 area. Is this the correct version?
Is it possible to hook up the script to the OgreSDK and use materials in the
media area direct by changing the shader directory path to OgreSDK\media
pathing or is this not going to work?
Original issue reported on code.google.com by [email protected]
on 13 Oct 2011 at 4:23
After installing the Addon it is not shown in the UI. Tried it with copying it
to the addon directory and also tried with renaming it and also with the
install addon button inside Blender.
I use Win-Vista and current BlenderSVN R35841. The folder is not read-only.
Original issue reported on code.google.com by [email protected]
on 28 Mar 2011 at 9:56
There used to be an option to control axis swapping from the GUI, which has
been removed... this was useful, not all of us use Ogre's "default" axis layout
(e.g. my application has the ground plane on x-y with z up, and correspondingly
I want to export xyz axes directly as xyz...)
There's been some discussion on the Ogre forum regarding this
(http://www.ogre3d.org/forums/viewtopic.php?f=8&t=61485&p=437696#p437696)
consider this an official feature request to put the GUI option back, thanks! :)
Original issue reported on code.google.com by [email protected]
on 26 Aug 2011 at 12:11
wine shale not be required, so whenever a native Linux binary exists, it shall
be possible to deactivate wine
Original issue reported on code.google.com by [email protected]
on 25 Mar 2011 at 4:55
Under Windows, if ImageMagick is not installed or not under C:\Program Files,
DEFAULT_IMAGE_MAGICK_CONVERT is uninitialized and crash the script
Original issue reported on code.google.com by [email protected]
on 31 Mar 2011 at 6:07
What steps will reproduce the problem?
1. Turn on cycles renderer
2. Export .scene
3. Attribute of user_data element contains quotes that break XML parser
What is the expected output? What do you see instead?
Expected:
<user_data type="Blender IDProperty" name="cycles_visibility" value='<bpy id
property from "OBGreenWall">' />
What I see instead:
<user_data type="Blender IDProperty" name="cycles_visibility" value="<bpy id
property from "OBGreenWall">" />
What version of the product are you using? On what operating system?
Latest hg checkout, Linux x86_64
Please provide any additional information below.
Your XML printer doesn't escape quotations in attribute values, causing this
problem and breaking the RapidXML dot scene loader on the OGRE wiki. It is
possible this would affect other attributes as well, but so far I only see it
on user_data elements as noted above.
A quick two-line patch to fix this:
diff -r 70061fd7d83a io_export_ogreDotScene.py
--- a/io_export_ogreDotScene.py Fri Nov 18 10:32:52 2011 +0800
+++ b/io_export_ogreDotScene.py Mon Jan 09 03:52:02 2012 -0500
@@ -195,7 +195,7 @@
sys.exit('OK: module compiled and cached')
import hashlib, getpass, tempfile, configparser, subprocess, pickle
-from xml.sax.saxutils import XMLGenerator
+from xml.sax.saxutils import XMLGenerator, quoteattr
@@ -999,7 +999,7 @@
s = '<%s ' %self.tagName
for name in self.attributes:
value = self.attributes[name]
- s += '%s="%s" ' %(name,value)
+ s += '%s=%s ' %(name, quoteattr(value))
if not self.childNodes:
s += '/>'; lines.append( ('\t'*indent)+s )
else:
Thanks,
Max
Original issue reported on code.google.com by [email protected]
on 9 Jan 2012 at 8:57
Presently, blender2ogre.cfg is located directly under the blender root
directory, with the executable.
This cannot work for users with write permission disabled on the install
directory, like in Linux or Windows Vista/7 installation.
Original issue reported on code.google.com by [email protected]
on 3 Apr 2011 at 4:44
What steps will reproduce the problem?
1. Use the latest blender2ogre and Tundra revisions
2. Open Blender and enable the blender2ogre functionality
3. Open Tundra from Blender and move an object around
What is the expected output? What do you see instead?
The object you try to move around in Blender does not get updated in Tundra.
It outputs 'send data error'. The exception being thrown is a socket error.
The exception says "(111, 'Connection refused')".
What version of the product are you using? On what operating system?
Gentoo Linux
blender2ogre revision 0dc0748d7fee
Tundra revision d3d237e5a8fcb53413debeab2a1307c89f01460e
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 27 Mar 2012 at 9:13
What steps will reproduce the problem?
1. install 0.3.4
2. open blender
3. compare info bar with addon enabled/disabled
What is the expected output? What do you see instead?
- Help dropdown missing
- layout option missing
- scene option missing
- render selection missing
- scene information missing (verts/faces/mem..)
What version of the product are you using? On what operating system?
- OS: win7 64bit
- blender: r36608
- ogreexport 0.3.4
Please provide any additional information below.
- its nice to see that the double information in the info bar is gone but there
are some things missing now which are pretty important.
in the attached screenshot the difference should be pretty obvious:O
Original issue reported on code.google.com by [email protected]
on 11 May 2011 at 8:01
Attachments:
Dear developers,
Thanks a lot for an excellent script!
All is working fine on my PC except an object merge functionality (I'm trying
to merge several objects into one mesh)
Information from FAQ:
Q: i have hundreds of objects, is there a way i can merge them on export only?
A: yes, just add them to a group named starting with "merge"
------------------------------------------
What steps will reproduce the problem?
1. Open Blender,
2. Create 2 simple Cubes,
3. Add both Cubes into Group "merge_cube",
4. File -> Export -> Ogre3D
------------------------------------------
What is the expected output?
The Merged Objects
------------------------------------------
What do you see instead?
AttributeError: 'Object' object has no attribute 'create_mesh' (see in
attachment)
------------------------------------------
What version of the product are you using? On what operating system?
Windows7, Blender 2.57b (stable), blender2ogre 0.3.5,
msvcpp_2008_sp1_redist_vcredist_x86, OgreCommandLineTools_1.6.3
------------------------------------------
See steps and error message in attachment
Original issue reported on code.google.com by [email protected]
on 15 May 2011 at 8:15
Attachments:
That makes some tools( like ogre->bullet mesh converters) to work proper with
vertex buffers.
Just add operationtype="triangle_list" to <submesh>es.
Original issue reported on code.google.com by jauthu
on 3 Feb 2012 at 10:46
What steps will reproduce the problem?
1. Export any blender scene with blender2ogre
2. Select "Export Scene"
3. Open the exportet .scene file
What is the expected output? What do you see instead?
The expected .scene format should be:
<scene formatVersion="1.0.0">... (or any other conformant)
The actual output is:
<scene ...> ...
What version of the product are you using? On what operating system?
Tried with 0.2.6, 0.3.0. Problem is OS independent.
Please provide any additional information below.
The DotSceneFormat is specified in
http://www.ogre3d.org/tikiwiki/DotSceneFormat&structure=Cookbook
the formatVersion is #REQUIRED, so it should be exported, even if empty.
Original issue reported on code.google.com by [email protected]
on 16 Feb 2011 at 3:42
Extracts from our Ogre 3D forum topic "Blender25 Ogre Exporter + extended
.scene format" :
http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61485&start=25
---------------------------------------------------
by Whyte » Sat Jan 15, 2011 7:49 pm
Hi!
I made a little optimization, which on my system (WinServer2008 64bit) resulted
in speeding up a largish (6k vertices) mesh export from 8 minutes to just 20
seconds. The output is the same (for the things I tested, and as far as my
limited brain can foretell, anyway). This only concerns meshes with UV
textures, all other kinds of exports do not benefit from this patch.
The patch also changes os.getlogin() (which doesn't work on Win7) to
getpass.getuser()... not sure if it's better, but it's the only one I found.
As for the fix, it's the usual optimization of O(n^2) into O(n log n). I used a
dictionary for this, though there were probably other ways to do it too.
---------------------------------------------------
patched file attached is from the latest addon_ogreDotScene-0.3.0.zip
Original issue reported on code.google.com by [email protected]
on 18 Mar 2011 at 9:58
Attachments:
What steps will reproduce the problem?
1. Attempt to export the attached blender file.
What is the expected output? What do you see instead?
Expected output: An Ogre3D mesh.
Instead:
GEN DOT MATERIAL... <bpy_struct, Material("box_tex")>
STANDARD MATERIAL
********************************************************************************
TEXTURE SLOTS [bpy.data.materials["box_tex"].texture_slots[0],
bpy.data.materials["box_tex"].texture_slots[1]]
********************************************************************************
saved /tmp/bbox/box_tex.material
--------------- exporting root -> <bpy_struct, Object("box")>
mesh to Ogre mesh XML format box
creating document...
writing shared geometry
Traceback (most recent call last):
File "/usr/local/share/blender/scripts/addons/io_export_ogreDotScene.py", line 3290, in execute
def execute(self, context): self.ogre_export( self.filepath, context ); return {'FINISHED'}
File "/usr/local/share/blender/scripts/addons/io_export_ogreDotScene.py", line 3557, in ogre_export
xmlparent=doc._scene_nodes
File "/usr/local/share/blender/scripts/addons/io_export_ogreDotScene.py", line 3698, in _node_export
self.dot_mesh( ob, os.path.split(url)[0] )
File "/usr/local/share/blender/scripts/addons/io_export_ogreDotScene.py", line 3412, in dot_mesh
dot_mesh( ob, path, force_name, ignore_shape_animation=False )
File "/usr/local/share/blender/scripts/addons/io_export_ogreDotScene.py", line 5004, in dot_mesh
uv1, uv2, uv3, uv4 = layer[ F.index ]
IndexError: list index out of range
location:<unknown location>:-1
location:<unknown location>:-1
What version of the product are you using? On what operating system?
Blender 2.58.0, blender2ogre 0.5.5, FreeBSD 8.2 AMD64, Python 3.2.
Please provide any additional information below.
Minor patch to line 399 of the script to allow it to run on FreeBSD (it assumes
that unix is either 'linux' or 'darwin').
Original issue reported on code.google.com by [email protected]
on 14 Oct 2011 at 11:02
Attachments:
What steps will reproduce the problem?
1. create a armature
2. export animation to ogremeshy
3. select the armature and look at the layers in blender
What is the expected output? What do you see instead?
i dont expect any changes. i see that the armature is in every layer after
exporting
What version of the product are you using? On what operating system?
0.52; win7 64bit; blender 2.59
Please provide any additional information below.
for exporting i use the ogre UI button in the blender info bar
Original issue reported on code.google.com by [email protected]
on 23 Aug 2011 at 8:33
What steps will reproduce the problem?
1. Export .scene on Windows 7 x64
2. Script error occurs during export
3. I've attached a temporary fix.
Cheers
Original issue reported on code.google.com by [email protected]
on 8 Feb 2011 at 4:19
Just a small correction required for linux folks after latest update of
io_export_ogreDotScene.py, line 299:
DEFAULT_OGRETOOLS_XML_CONVERTER = '/usr/bin/OgreXmlConverter'
should be:
DEFAULT_OGRETOOLS_XML_CONVERTER = '/usr/bin/OgreXMLConverter'
since linux is case-sensitive, it always fails to find it at the moment.
Cheers
Original issue reported on code.google.com by [email protected]
on 20 May 2011 at 2:55
Ogre is not a game engine and too many people keep saying it is. Ogre is a 3D
engine. Please change the subtitle to reflect that.
Original issue reported on code.google.com by [email protected]
on 13 Jun 2011 at 10:02
What steps will reproduce the problem?
1. Download the script
2. Use it on mac os x
Could you include the patch in the repository?
--
Fix:
Patch the script:
http://folk.ntnu.no/frederv/upload/blender2ogre.patch
Download meshmagic from ogre addons SVN and compile (needs boost), or use
precompiled from:
http://folk.ntnu.no/frederv/upload/meshmagick
Download OgreXMLConverter from the binary ogre SDK's.
Original issue reported on code.google.com by [email protected]
on 30 May 2011 at 10:21
this is a Duplicate of Issue #21, but I can't reopen it
in Line 334:
DEFAULT_OGRETOOLS_XML_CONVERTER = '/usr/bin/OgreXmlConverter'
is wrong, is should be
DEFAULT_OGRETOOLS_XML_CONVERTER = '/usr/bin/OgreXMLConverter'
uppercase ML in XML
still present in 0.4.5
Original issue reported on code.google.com by [email protected]
on 22 Jul 2011 at 12:57
The script use a lot of constant/not portable path in the code, like "C:\\tmp"
or "/tmp".
Original issue reported on code.google.com by [email protected]
on 25 Mar 2011 at 4:57
From Ogre forum topic "Blender25 Ogre Exporter + extended .scene format" :
http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61485&start=50
by Pforce » Yesterday, 2011 5:39 pm
[...]
Materials are in one big file, the material ref is always same in the .txml
data for all meshes. This is ok for pure ogre usage. But having multiple
materials in one .material file is no usable either in Naali or the new Tundra
tech. There is no plans to change how our material refs or asset api works with
materials at this point. The best solution for this would be a simple split of
the big Scene.material. Get all material { } blocks to own files, remember the
filenames and insert those only to the .txml materiaRef attributes. I think
this is quite trivial to implement and it will make the artist very happy
Without current situation they have to manually split the big .material file.
Open the .txml file and modify the refs to point to the correct "single
material files" by hand. This is too much to ask for complex scenes when it can
be done with code quite easily.
[...]
Original issue reported on code.google.com by [email protected]
on 18 Mar 2011 at 11:02
What steps will reproduce the problem?
1. create a simple scene with a single cube in blender 2.6
2. export to OGRE
3.
What is the expected output? What do you see instead?
This is the error message I see:
--------------------------------------------------------------------------------
ogre export-> /home/yxn/src/game/a.scene
saved /home/yxn/src/game/Material.material
--------------- exporting root -> <bpy_struct, Object("Cube")>
mesh to Ogre mesh XML format Cube
creating document...
writing shared geometry
time: 0.00415802001953125
writing submeshes
[Ogre Tools Wrapper] /home/yxn/src/game/Cube.mesh.xml
--------------------------------------------------------------------------------
/usr/local/bin/OgreXMLConverter -log _ogre_debug.txt -e
________________________________________________________________________________
Traceback (most recent call last):
File "/home/yxn/.blender/2.62/scripts/addons/io_export_ogreDotScene.py", line 2814, in execute
def execute(self, context): self.ogre_export( self.filepath, context ); return {'FINISHED'}
File "/home/yxn/.blender/2.62/scripts/addons/io_export_ogreDotScene.py", line 3091, in ogre_export
xmlparent=doc._scene_nodes
File "/home/yxn/.blender/2.62/scripts/addons/io_export_ogreDotScene.py", line 3238, in _node_export
self.dot_mesh( ob, os.path.split(url)[0] )
File "/home/yxn/.blender/2.62/scripts/addons/io_export_ogreDotScene.py", line 2909, in dot_mesh
dot_mesh( ob, path, force_name, ignore_shape_animation=False )
File "/home/yxn/.blender/2.62/scripts/addons/io_export_ogreDotScene.py", line 4657, in dot_mesh
OgreXMLConverter( xmlfile, has_uvs=dotextures )
File "/home/yxn/.blender/2.62/scripts/addons/io_export_ogreDotScene.py", line 3653, in OgreXMLConverter
subprocess.call(cmd)
File "/home/yxn/src/game/blender-2.62-linux-glibc27-i686/2.62/python/lib/python3.2/subprocess.py", line 467, in call
return Popen(*popenargs, **kwargs).wait()
File "/home/yxn/src/game/blender-2.62-linux-glibc27-i686/2.62/python/lib/python3.2/subprocess.py", line 741, in __init__
restore_signals, start_new_session)
File "/home/yxn/src/game/blender-2.62-linux-glibc27-i686/2.62/python/lib/python3.2/subprocess.py", line 1356, in _execute_child
raise child_exception_type(errno_num, err_msg)
OSError: [Errno 9] Bad file descriptor
location:<unknown location>:-1
location:<unknown location>:-1
What version of the product are you using? On what operating system?
The one from the HG repository. Fedora Linux 16.
Please provide any additional information below.
The blender2ogre script calls subprocess.call(cmd) with these arguments:
['/usr/local/bin/OgreXMLConverter', '-log', '_ogre_debug.txt', '-e',
'/home/yxn/src/game/Cube.mesh.xml'], I have verified that the following python
script works fine with python 3.2.1. Though blender2.6 is using python3.2.2:
import os
import subprocess
import io
subprocess.call(['/usr/local/bin/OgreXMLConverter', '-log', '_ogre_debug.txt',
'-e', '/home/yxn/src/game/Cube.mesh.xml'])
Original issue reported on code.google.com by [email protected]
on 16 Apr 2012 at 7:03
In the NLA editor, I click the snowflake and name the action.
When testing in JME3, the animation is certainly there, it just seems the
movements didn't get saved.
I am running mac os x 10.7.2, blender 2.61, and I have tried
b2ogre-0.5.6-preview3.zip, b2ogre-0.5.6-preview2.zip, and
blender2ogre-0.5.5.zip.
It might even be possible that I'm doing something wrong. I've included my
animated cubeguy test.
Original issue reported on code.google.com by [email protected]
on 2 Feb 2012 at 5:41
In version 0.4.4 notation has been changed from "color" to "colour" in lamp
export.
environment node remains with "colorDiffuse", "colorBackground" and
"colorAmbient" which is inconsistent.
Cheers
Original issue reported on code.google.com by [email protected]
on 1 Jul 2011 at 9:11
First of all, I run blender2ogre 0.5.6 preview3 in Blender 2.6
1. Start up with the default box
2. Add a new tex to default material, with an ordinary image
3. Check "Alpha" in "Influence" and set "Color" to any value
that less than 1.0
4. Now "blend_manual" appears in "Ogre Texture", export our box.
The "blend_manual" will not generate as expected. I've looked the source of
blender2ogre for place that will generate "blend_manual", but see nothing.
A piece of code that will work probably, I think, is the line 6039 list below:
6036 if btype=='MIX' and slot.use_map_alpha and not slot.use_stencil:
6037 if slot.diffuse_color_factor >= 1.0: texop = 'alpha_blend'
6038 else:
6039 texop = TextureUnit.colour_op[ btype ]
6039 ex = True
If I replaced line 6039 with
6039 texop = TextureUnit.colour_op_ex[ btype ]
the 'blend_manual' will generate as expected, but dunno will it causes any
problem.
Original issue reported on code.google.com by [email protected]
on 2 Nov 2011 at 3:05
To respect the naming convention in the C:\Program Files\Blender
Foundation\blender-2.5\2.56\scripts\addons folder, we should rename this script
in the following way :
"addon_ogreDotScene.py" -> "io_export_ogre_dot_scene.py"
But then, why keeping the "ogreDotScene" name, somehow confusing (for me) ?
Why not use the "blender2ogre" name wich is way more simple ?
So finally I would propose to rename it "io_export_blender2ogre.py" : what do
you think of it ?
This would need some very small documentation update.
Original issue reported on code.google.com by [email protected]
on 18 Mar 2011 at 2:29
We need to be able to move configuration out of the Python script itself, for
many thing I can think of :
- command line tools path (auto PATH envvar, system dependent default path, or
manual path)
- exporting options
- output format selection (extend .scene format, .rex, .materials splitting...)
Original issue reported on code.google.com by [email protected]
on 18 Mar 2011 at 11:00
When exporting a spotlight or directional light, it has the opposite direction.
When the light is facing down, y=1.0 in the dotscene file and the same happens
for the other axis. I'm using the default swap axis options. This happens
because in Blender the direction of the light is -Z and not +Z like for Ogre.
You removed the minus signs I put in the other issue I posted.
a.setAttribute('x',str(round(vector[0],3)))
a.setAttribute('y',str(round(vector[1],3)))
a.setAttribute('z',str(round(vector[2],3)))
Needs to be:
a.setAttribute('x',str(round(-vector[0],3)))
a.setAttribute('y',str(round(-vector[1],3)))
a.setAttribute('z',str(round(-vector[2],3)))
Original issue reported on code.google.com by [email protected]
on 2 Jul 2011 at 4:44
Seems the generated material file contained many value which default to OGRE,
IMHO, those values can be ignored to produce a clean output, which may help us
on see what material we've actually made. Here is the comparison:
The original output for default Blender scene, aka, the default box:
material Material
{
receive_shadows on
technique
{
pass Material
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0
specular 0.5 0.5 0.5 1.0 12.5
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting on
}
}
}
below is the output produced by my patch:
material Material
{
technique
{
pass Material
{
ambient 0.800000 0.800000 0.800000 1.000000
diffuse 0.640000 0.640000 0.640000 1.000000
specular 0.500000 0.500000 0.500000 1.000000 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
}
}
}
Original issue reported on code.google.com by [email protected]
on 18 Dec 2011 at 10:47
Attachments:
What steps will reproduce the problem?
1. add new armature in blender
2. rotate bone by 45 degrees and animate it around its normal axis
3. port that to ogre meshy and see that its not using normal but global axis
for rotation
What is the expected output? What do you see instead?
rotation to be like in blender
What version of the product are you using? On what operating system?
0.52; 2in7 64bit blender 2.59
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 23 Aug 2011 at 8:15
What steps will reproduce the problem?
1. Export any model
2. Use OgreXMLConverter to convert XML file to mesh
What is the expected output? What do you see instead?
You will see a message like:
XMLMeshSerializer reading mesh data from spaceship.mesh.xml...
Reading geometry...
WARNING: vertex count (12816) is not as claimed (2171)
What version of the product are you using? On what operating system?
blender2ogre 0.4.3
Blender 2.57, Windows 7 64 bit.
Please provide any additional information below.
Some engines (E.g. jMonkeyEngine3) use the vertexcount property to load OgreXML
models, however as the vertexcount is specified incorrectly, the engine will
crash when loading the model.
Original issue reported on code.google.com by [email protected]
on 26 Jun 2011 at 2:45
What steps to resolve the problem (using Advance Ogre Framework dot loader)?
Camera* sceneCam = m_pSceneMgr->getCamera("Camera");
m_pCamera = m_pSceneMgr->getCamera("Camera");
OgreFramework::getSingletonPtr()->m_pViewport->setCamera(m_pCamera);
m_pCamera->pitch(Degree(-90));
Please provide any additional information below.
Probably something like this will resolve the issue.
e = Euler(); e.x = -pi /2
bpy.data.objects["Foo"].rotation_quaternion.rotate(e)
Original issue reported on code.google.com by [email protected]
on 13 Oct 2011 at 4:19
Resulting rotation on exporting scene should look like:
<rotation w="0.924167" x="0.000000" y="0.381988" z="-0.000000"/>
And not like:
<quaternion w="0.924167" x="0.000000" y="0.381988" z="-0.000000"/>
(seems like line 4836 in .py file)
Original issue reported on code.google.com by jauthu
on 26 Jul 2011 at 8:27
What steps will reproduce the problem?
1. Open the attached skull .blend file
2. select skull
3. export to ogre format
What is the expected output? What do you see instead?
The skull shows up white in meshy, the material seems to not works or not be
loaded properly.
What version of the product are you using? On what operating system?
blender 2.61, last blender2ogre stable 0.5.5
Please provide any additional information below.
I installed all required dependencies (OgreXMLConverter)
Don't know if the fact that the fact the generated mesh is of version 1.40 can
pose problem (Meshy console gives me a warning)
Original issue reported on code.google.com by ezjonas
on 30 Dec 2011 at 7:46
What steps will reproduce the problem?
1. Installation of Blender 2 OGRE exporter
What is the expected output? What do you see instead?
AttributeError: 'NoneType' object has no attribute 'bl_idname' line 7123 in
draw.
What version of the product are you using? On what operating system?
0.5.5 Tundra Shaders
Please provide any additional information below.
Last fix on 19 Sept, presumably after addressing the missing UUID name problem.
No it does not install at all.
Original issue reported on code.google.com by [email protected]
on 20 Sep 2011 at 12:11
What steps will reproduce the problem?
1. create any object and export it
2. after export go into edit mode and note that all edges are marked as sharp
3.
What is the expected output? What do you see instead?
- i expect that exporting does not change my mesh.
What version of the product are you using? On what operating system?
- OS: win7 64bit
- blender: r36608
- ogreexport: 0.3.4
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 11 May 2011 at 8:16
Extracts from our Ogre 3D forum topic "Blender25 Ogre Exporter + extended
.scene format" :
http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61485&start=25
---------------------------------------------------
by LiMuBei » Thu Jan 06, 2011 4:15 pm
I'm in the same boat as supermael28. I thought I understood how it's done, but
it seems exporting more than one animation is not possible. What I did:
- create an action for each animation
- create an NLA track for each action and import the action therein, thus
automatically setting in and out frames
Then I export.
What happens is, that I get an animation for every track with the given lengths
(which is what I expect). But every animation then contains the animation data
of the top most action in the NLA, cut to the lengths of the respective action.
So how is it supposed to work?
LiMuBei
Halfling
---------------------------------------------------
by LiMuBei » Fri Jan 07, 2011 12:28 am
I investigated a little further in this. To me it seems the problem is, that
when reading out the bone positions on export, the NLA stack is evaluated. So
the top most animations in the stack overwrite the lower ones. The solution to
this would be that only the currently exported track is unmuted and all the
rest muted. I am trying to implement this, but so far haven't gotten it to
work. I may also be totally wrong here...
LiMuBei
Halfling
---------------------------------------------------
by LiMuBei » Fri Jan 07, 2011 2:23 pm
Seems like the muting really was the issue, I hacked the exporter a bit and now
for me it works. I attached my version in case anyone wants to give it a try. I
tested it with Blender 2.56a Beta from blender.org on Win7 64bit.
---------------------------------------------------
Then LiMuBei give some code modified from the addon_ogreDotScene-0.2.6.zip
Original issue reported on code.google.com by [email protected]
on 18 Mar 2011 at 9:46
Attachments:
Under the dotScene dtd: http://www.ogre3d.org/tikiwiki/DotSceneFormat
The following values are permitted for the light type property:
point, directional, spot, radPoint
However the 0.3.6 Blender exporter is writing the light type as "sun", which is
not supported.
Original issue reported on code.google.com by [email protected]
on 24 May 2011 at 4:26
What steps will reproduce the problem?
1. Selected one mesh (bigger, up to 10.000 Verts)
2. Export
3. Got single meshes and a wrong material-File
What is the expected output? What do you see instead?
All Textueres are on their right place, but i got some blue verts.
All single meshes are right, but there are to small (extra windows, doors....
instead a complete house)
What version of the product are you using? On what operating system?
Blender 2.57, Windows 7 64 bit
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 26 Apr 2011 at 3:04
For Python code, there is a well respected style of code, given by the PEP-8 :
http://www.python.org/dev/peps/pep-0008/
Using 4 spaces instead of tabulation is a simple step toward this quality goal.
Original issue reported on code.google.com by [email protected]
on 25 Mar 2011 at 10:21
Hey, I'm not sure if this is an issue or there is just something I'm missing.
Either way here it is.
*What steps will reproduce the problem?
1. Open blender 2.61, enable plugin, create a mesh, create UV, create material,
turn on ogre material layers, set diffuse and normal textures on the blender
material the normal blender way, create a rex/difnormal material through the
blender2ogre 0.5.6 Preview plugin and set its normal and diffuse textures.
Export using the blender2ogre 0.5.6 Preview plugin
*What is the expected output? What do you see instead?
To see a mesh with a diffuse and normal map displayed in my Mogre 1.7.1
application.
Instead my mesh is missing its texture, and appearing a shadeless white
*What version of the product are you using? On what operating system?
blender2ogre 0.5.6 Preview
Windows 7 x64
*Please provide any additional information below.
Here is the Material that is not working.
//user material: rex/DiffNormal
vertex_program rex/DiffNormalVP cg
{
source SuperShader.cg
entry_point mainVS
profiles vs_3_0 arbvp1
compile_arguments -DDIFFUSE_MAPPING -DNORMAL_MAPPING
default_params
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto worldMatrix world_matrix
param_named_auto inverseWorldMatrix inverse_world_matrix
param_named_auto sunLightDir light_position 0
param_named_auto lightPos0 light_position 1
param_named_auto lightPos1 light_position 2
param_named_auto lightAtt0 light_attenuation 1
param_named_auto lightAtt1 light_attenuation 2
param_named_auto fogParams fog_params
param_named_auto fogColor fog_colour
}
}
fragment_program rex/DiffNormalFP cg
{
source SuperShader.cg
entry_point mainPS
profiles ps_3_0 arbfp1
compile_arguments -DDIFFUSE_MAPPING -DNORMAL_MAPPING
default_params
{
param_named_auto sunLightCol light_diffuse_colour 0
param_named_auto lightCol0 light_diffuse_colour 1
param_named_auto lightCol1 light_diffuse_colour 2
param_named_auto ambientLight ambient_light_colour
}
}
// abstract passes //
abstract pass rex/DiffNormal/PASS0
{
iteration once
vertex_program_ref rex/DiffNormalVP
{
}
fragment_program_ref rex/DiffNormalFP
{
}
texture_unit baseMap
{
texture TextureMissing.png
}
texture_unit normalMap
{
texture TextureMissing.png
}
}
// blender material: Material.001
material Material.001
{
receive_shadows on
technique
{
pass Material.001
{
alpha_to_coverage off
colour_write off
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting on
texture_unit
{
texture BuildingTex_Normal.tga
tex_address_mode wrap
scale 1.0 1.0
colour_op replace
}
texture_unit
{
texture BuildingTex.tga
tex_address_mode wrap
scale 1.0 1.0
colour_op replace
}
}
pass Material.001.LAYER0 : rex/DiffNormal/PASS0
{
depth_bias 2.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting on
texture_unit baseMap
{
texture BuildingTex.tga
tex_address_mode wrap
}
texture_unit normalMap
{
texture BuildingTex_Normal.tga
tex_address_mode wrap
}
}
}
}
Original issue reported on code.google.com by [email protected]
on 1 Mar 2012 at 3:18
What steps will reproduce the problem?
1. Install blender latest version
2. Run windows 7 as normal user, but run the blender programm as normal (dont
start as "run as administrator")
3. get the console open (drag down the info toolbar to see console)
4. try installing this exporter -> will get an access denied error trying to
acces some file in AppData.
What is the expected output? What do you see instead?
Without administrative rights to the programm the addon cant be installed.
What version of the product are you using? On what operating system?
Windows 7 32 bit latest updates
Please provide any additional information below.
see above.
Original issue reported on code.google.com by [email protected]
on 9 Jun 2011 at 5:44
Extracts from our Ogre 3D forum topic "Blender25 Ogre Exporter + extended
.scene format" :
http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61485&start=50
---------------------------------------------------
by racoon » Thu Jan 20, 2011 4:01 pm
Hi,
I reported it to the Blender dev community and the error is fixed in the
current svn version.
The script crashes now giveing following error message:
line 4610, in get_parent_matrix
if not ob.parent: return mathutils.Matrix([1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0
,0,1])
TypeError: mathutils.Matrix(): expects no args or 2-4 numeric sequences
It seems they have changed something in mathutils.Matrix.
Does anybody know a fix for this ??
As far as I understand [1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1] are 4 numeric
sequences, or not?
Cheers
raccon
---------------------------------------------------
by racoon » Thu Jan 20, 2011 4:35 pm
Hi Whyte
changing it to
CODE: SELECT ALL
mathutils.Matrix(((1,0,0,0),(0,1,0,0),(0,0,1,0),(0,0,0,1)))
worked.
---------------------------------------------------
I did not try to reproduce this myself, so not sure of what is really required
here : need to be tested against regression on the current blender 2.56
download !
Original issue reported on code.google.com by [email protected]
on 18 Mar 2011 at 10:21
Attachments:
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