source: OGRE/trunk/ogrenew/Tools/MilkshapeExport/ReadMe.html @ 657

Revision 657, 5.6 KB checked in by mattausch, 19 years ago (diff)

added ogre dependencies and patched ogre sources

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53<p align="center" class="header">OGRE (Object-Oriented Graphics Rendering Engine)</p><p align="center" class="header">Milkshape
54Exporter README file</p><p align="center" class="header"><A HREF="http://www.ogre3d.org">http://www.ogre3d.org</A></p><p align="left" class="MainHeader">Summary</p><p>OGRE
55(Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine
56written in C++ designed to make it easier and more intuitive for developers to
57produce games and demos utilising 3D hardware. The class library abstracts all
58the details of using the underlying system libraries like Direct3D and OpenGL
59and provides an interface based on world objects and other intuitive classes.
60</p><p>This distribution contains the bare files required to export OGRE .mesh
61files from the shareware modelling tool <A HREF="http://www.milkshape3d.com">Milkshape3d</A>.</p><p align="left" class="MainHeader">How
62to Install</p><P>If you are using the prebuilt archive, just extract it into the
63folder you installed Milkshape3D into (e.g. C:\Program Files\Milkshape3d). If
64you are building the exporter yourself, copy the msOGREExporter.dll into the Milkshape
65folder, and either copy OgreMain.dll from the 'Release' build of OgreMain into
66the Milkshape folder too, or make sure it is somewhere on your path. </P><P ALIGN="left" CLASS="MainHeader">How
67to Use</P><P>Select an object and click File|Export|OGRE Mesh / Skeleton...</P><P>It's
68possible to export Material definitions from Milkshape into the .mesh file, but
69because Milkshape only supports very basic material types, I recommend you don't
70do this. Instead, create materials in Milkshape and use them for skinning purposes,
71but don't check the 'Export Materials' box in the OGRE export dialog. Make sure
72you note down the names of the materials you defined in Milkshape, then write
73definitions for the materials in OGRE .material scripts instead, using the same
74names. The meshes exported will still have a reference to the material name defined
75in Milkshape, but the superior OGRE material will be used at runtime.</P><P>Skeletons
76can be exported too: if you choose not to export a skeleton and there are bones
77in the model, you must link the mesh to it's target skeleton.</P><P>You can optionally
78choose to split the single animation sequence in Milkshape into multiple separate
79animations. To do this you have to supply a simple comma-separated text file to
80record which frames are for which animation, e.g:</P><P>1,30,Walk<BR>31,40,Wave<BR>41,80,Run</P><P>These
813 animations would then show up under Skeleton::getAnimation(&quot;Walk&quot;),
82Skeleton::getAnimation(&quot;Run&quot;) etc as well as Entity::getAnimationState(&quot;Walk&quot;)
83etc. </P><P>&nbsp;</P><P ALIGN="left" CLASS="MainHeader">To get more information </P><P>To
84obtain more information and to download the OGRE source code, go to <A HREF="http://www.ogre3d.org">
85http://www.ogre3d.org</A>.</P><P></P><P>&nbsp;</P>
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