[692] | 1 | <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> |
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| 2 | <html> |
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| 3 | <head> |
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| 4 | <meta http-equiv="content-type" |
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| 5 | content="text/html; charset=ISO-8859-1"> |
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| 6 | <title>Using the 3DS Max exporter</title> |
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| 7 | </head> |
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| 8 | <body> |
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| 9 | <div style="text-align: left;"> |
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| 10 | <div style="text-align: center;"><span |
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| 11 | style="font-weight: bold; text-decoration: underline;">OGRE 3D Studio |
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| 12 | Max Exporter<br> |
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| 13 | </span><a href="http://www.ogre3d.org">http://www.ogre3d.org</a><span |
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| 14 | style="font-weight: bold; text-decoration: underline;"><br> |
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| 15 | </span></div> |
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| 16 | <span style="font-weight: bold; text-decoration: underline;"></span></div> |
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| 17 | <span style="font-weight: bold; text-decoration: underline;"><br> |
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| 18 | How to use the 3DS exporter</span><br> |
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| 19 | <br> |
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| 20 | Please read '<a href="install.txt">install.txt</a>' for information on |
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| 21 | how to install the exporter.<br> |
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| 22 | <br> |
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| 23 | Features of the exporter:<br> |
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| 24 | <ul> |
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| 25 | <li>exports meshes</li> |
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| 26 | <li>exports bones, vertex assignements and bones animation, using the |
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| 27 | skin modifier</li> |
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| 28 | <li>exports .material files, however you are |
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| 29 | better to use an OGRE .material script |
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| 30 | to define them, since you can then use the full OGRE material |
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| 31 | properties.</li> |
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| 32 | <li>exports everything to XML, which allows you to review or alter |
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| 33 | the exported details if you wish. The XML must be converted to OGRE |
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| 34 | binary format using XMLConverter before runtime use.<br> |
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| 35 | </li> |
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| 36 | </ul> |
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| 37 | <span style="font-weight: bold; text-decoration: underline;">How to use |
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| 38 | it</span><br> |
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| 39 | <ol> |
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| 40 | <li>In the 'Ogre Tools' toolbar, click the 'Export to OGRE' button</li> |
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| 41 | <li>Click the 'Select A Mesh' button and pick the mesh you wish to |
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| 42 | export</li> |
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| 43 | <li>Tick the'Export Mesh' checkbox if you want to export the geometry |
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| 44 | of the object</li> |
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| 45 | <li>Tick the 'Export Skeleton' box if you want to export the skeleton |
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| 46 | and animations. Specify the name you want to give the animation, the |
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| 47 | range and duration.<br> |
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| 48 | </li> |
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| 49 | <li>Specify an output file name which will be used as a base for all |
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| 50 | exported files</li> |
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| 51 | <li>Click 'Export'</li> |
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| 52 | </ol> |
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| 53 | This will create XML files called <outputfile>.mesh.xml and |
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| 54 | <outputfile>.skeleton.xml. The former contains the geometry, |
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| 55 | material links and bone assignments, the latter contains the definition |
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| 56 | of the skeleton and the animation which was exported. Note that it is |
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| 57 | possible to have more than one animation for the skeleton in the same |
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| 58 | skeleton file, all you have to do is export the animations to separate |
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| 59 | files, and combine the extra animations in one XML file by adding the |
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| 60 | <animation> node and all it's children to the one |
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| 61 | <animations> node on the combined file, with a text editor.<br> |
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| 62 | <br> |
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| 63 | <span style="font-weight: bold; text-decoration: underline;">Converting |
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| 64 | XML to binary files</span><br> |
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| 65 | Once you're happy with the files, you need to convert them to OGRE's |
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| 66 | binary formats to use them at runtime (XML is too inefficient to use |
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| 67 | for |
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| 68 | large data structures like meshes at runtime).<br> |
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| 69 | <br> |
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| 70 | To do this, you need to use the XMLConverter tool, provided in the Ogre |
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| 71 | source tree under ogrenew/Tools/XMLConverter, or available as a |
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| 72 | precompiled binary if required. Simply run:<br> |
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| 73 | <pre>XMLConverter <xml filename></pre> |
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| 74 | .. on both the .mesh.xml and .skeleton.xml files, and XMLConverter will |
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| 75 | produce .mesh and .skeleton binary files out of the XML. These can then |
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| 76 | be placed into your OGRE resource locations for runtime use.<br> |
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| 77 | <br> |
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| 78 | <span style="font-weight: bold; text-decoration: underline;">More |
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| 79 | information and tutorials</span><br> |
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| 80 | In samples directory, you can found 4 max files which show exporter |
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| 81 | features. |
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| 82 | Even if standard Ogre maps have been chosen, you may have to specify |
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| 83 | where are the bitmaps in the material editor.<br> |
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| 84 | <br> |
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| 85 | But before using these examples, please read the 2 tutorials you can |
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| 86 | found <a href="Docs/index.html">here</a>.<br> |
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| 87 | <br> |
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| 88 | The OGRE team would like to thank Etienne 'earthquakeProof' Mallard for |
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| 89 | developing this exporter.<br> |
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| 90 | <br> |
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| 91 | </body> |
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| 92 | </html> |
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