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3 | <title>OGRE Readme</title> |
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53 | <p align="center" class="header">OGRE (Object-Oriented Graphics Rendering Engine)</p><p align="center" class="header">Milkshape |
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54 | Exporter 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 |
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55 | (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine |
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56 | written in C++ designed to make it easier and more intuitive for developers to |
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57 | produce games and demos utilising 3D hardware. The class library abstracts all |
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58 | the details of using the underlying system libraries like Direct3D and OpenGL |
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59 | and provides an interface based on world objects and other intuitive classes. |
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60 | </p><p>This distribution contains the bare files required to export OGRE .mesh |
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61 | files from the shareware modelling tool <A HREF="http://www.milkshape3d.com">Milkshape3d</A>.</p><p align="left" class="MainHeader">How |
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62 | to Install</p><P>If you are using the prebuilt archive, just extract it into the |
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63 | folder you installed Milkshape3D into (e.g. C:\Program Files\Milkshape3d). If |
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64 | you are building the exporter yourself, copy the msOGREExporter.dll into the Milkshape |
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65 | folder, and either copy OgreMain.dll from the 'Release' build of OgreMain into |
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66 | the Milkshape folder too, or make sure it is somewhere on your path. </P><P ALIGN="left" CLASS="MainHeader">How |
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67 | to Use</P><P>Select an object and click File|Export|OGRE Mesh / Skeleton...</P><P>It's |
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68 | possible to export Material definitions from Milkshape into the .mesh file, but |
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69 | because Milkshape only supports very basic material types, I recommend you don't |
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70 | do this. Instead, create materials in Milkshape and use them for skinning purposes, |
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71 | but don't check the 'Export Materials' box in the OGRE export dialog. Make sure |
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72 | you note down the names of the materials you defined in Milkshape, then write |
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73 | definitions for the materials in OGRE .material scripts instead, using the same |
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74 | names. The meshes exported will still have a reference to the material name defined |
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75 | in Milkshape, but the superior OGRE material will be used at runtime.</P><P>Skeletons |
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76 | can be exported too: if you choose not to export a skeleton and there are bones |
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77 | in the model, you must link the mesh to it's target skeleton.</P><P>You can optionally |
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78 | choose to split the single animation sequence in Milkshape into multiple separate |
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79 | animations. To do this you have to supply a simple comma-separated text file to |
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80 | record which frames are for which animation, e.g:</P><P>1,30,Walk<BR>31,40,Wave<BR>41,80,Run</P><P>These |
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81 | 3 animations would then show up under Skeleton::getAnimation("Walk"), |
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82 | Skeleton::getAnimation("Run") etc as well as Entity::getAnimationState("Walk") |
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83 | etc. </P><P> </P><P ALIGN="left" CLASS="MainHeader">To get more information </P><P>To |
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84 | obtain more information and to download the OGRE source code, go to <A HREF="http://www.ogre3d.org"> |
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85 | http://www.ogre3d.org</A>.</P><P></P><P> </P> |
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