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| 10 | <title>OGRE XSI Exporter Readme</title> |
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| 117 | </head> |
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| 118 | |
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| 119 | |
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| 120 | <body> |
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| 121 | |
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| 122 | |
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| 123 | <p class="header" align="center">OGRE (Object-Oriented Graphics |
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| 124 | Rendering Engine)</p> |
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| 125 | |
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| 126 | |
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| 127 | <p class="header" align="center">XSI Exporter README file</p> |
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| 128 | |
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| 129 | |
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| 130 | <p class="header" align="center"><a href="http://www.ogre3d.org">http://www.ogre3d.org</a></p> |
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| 131 | |
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| 132 | |
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| 133 | <p class="MainHeader" align="left"><a name="top"></a>Summary</p> |
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| 134 | |
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| 135 | |
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| 136 | <p>OGRE (Object-Oriented Graphics Rendering Engine) is a |
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| 137 | scene-oriented, flexible 3D engine written in C++ designed to make it |
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| 138 | easier and more intuitive for developers to produce games and demos |
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| 139 | utilising 3D hardware. The class library abstracts all the details of |
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| 140 | using the underlying system libraries like Direct3D and OpenGL and |
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| 141 | provides an interface based on world objects and other intuitive |
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| 142 | classes. </p> |
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| 143 | |
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| 144 | |
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| 145 | <p>This distribution contains the files required to export OGRE |
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| 146 | .mesh, .skeleton and .material files from <a href="http://www.softimage.com">SoftImage|XSI</a>. Currently supported XSI versions are 4.x and 5.x<br> |
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| 147 | |
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| 148 | |
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| 149 | </p> |
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| 150 | |
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| 151 | |
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| 152 | <p><span style="font-weight: bold;">IMPORTANT</span>: This exporter |
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| 153 | only works with a <span style="font-weight: bold;">full version</span> |
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| 154 | of XSI (Foundation or better). It will not work with the trial version.<br> |
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| 155 | |
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| 156 | |
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| 157 | </p> |
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| 158 | |
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| 159 | |
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| 160 | <a href="#install">How To Install</a><br> |
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| 161 | |
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| 162 | |
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| 163 | <a href="#features">Features</a><br> |
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| 164 | |
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| 165 | |
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| 166 | <a href="#using">How To Use</a><br> |
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| 167 | |
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| 168 | |
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| 169 | <a href="#tips">Tips</a><br> |
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| 170 | |
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| 171 | |
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| 172 | <a href="#changelog">Change Log</a><br> |
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| 173 | |
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| 174 | |
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| 175 | <p><br> |
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| 176 | |
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| 177 | |
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| 178 | </p> |
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| 179 | |
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| 180 | |
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| 181 | <p class="MainHeader" align="left"><a name="install"></a>How to Install</p> |
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| 182 | |
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| 183 | |
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| 184 | <p>If you are using the installer, you don't need to do anything except |
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| 185 | to run it and point it at your XSI folder. If you're installing from |
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| 186 | source, you need to do the following:<br> |
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| 187 | |
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| 188 | |
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| 189 | </p> |
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| 190 | |
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| 191 | |
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| 192 | <ul> |
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| 193 | |
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| 194 | |
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| 195 | <li>copy devil.dll, ilu.dll, ilut.dll and zlib1.dll into |
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| 196 | $(XSI_ROOT)\Application\bin, or make sure they are somewhere on your |
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| 197 | path</li> |
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| 198 | |
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| 199 | |
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| 200 | <li>copy OgreMain.dll (and OgreMain_d.dll if you wish to use the |
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| 201 | debug version anytime) into $(XSI_ROOT)\Application\bin</li> |
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| 202 | |
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| 203 | |
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| 204 | <li>copy OgreXSIExporter.dll into $(XSI_ROOT)\Application\plugins</li> |
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| 205 | |
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| 206 | |
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| 207 | </ul> |
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| 208 | |
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| 209 | |
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| 210 | <a href="#top">Back To Top</a><br> |
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| 211 | |
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| 212 | |
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| 213 | <p class="MainHeader" align="left"><a name="features"></a>Features</p> |
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| 214 | |
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| 215 | |
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| 216 | <p>The following features are supported:<br> |
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| 217 | |
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| 218 | |
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| 219 | </p> |
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| 220 | |
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| 221 | |
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| 222 | <ol> |
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| 223 | |
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| 224 | |
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| 225 | <li>Exporting selected PolygonMesh objects direct to the OGRE binary |
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| 226 | .mesh format</li> |
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| 227 | |
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| 228 | |
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| 229 | <li>Exports vertex position, normals, multiple UV sets and vertex |
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| 230 | colours<br> |
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| 231 | |
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| 232 | |
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| 233 | </li> |
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| 234 | |
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| 235 | |
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| 236 | <li>Polygon clusters used to change materials in a single PolygonMesh |
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| 237 | are exported as separate SubMeshes</li> |
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| 238 | |
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| 239 | |
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| 240 | <li>By default, separate PolygonMesh objects which use the same |
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| 241 | material are merged for efficiency</li> |
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| 242 | |
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| 243 | |
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| 244 | <li>Mesh vertices are index-organised for efficiency</li> |
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| 245 | |
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| 246 | |
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| 247 | <li>Exporting of up to 4 weighted bone assignments per vertex <br> |
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| 248 | |
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| 249 | |
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| 250 | </li> |
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| 251 | |
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| 252 | |
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| 253 | <li>Generation of edge lists, tangent vectors, and LOD levels during |
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| 254 | export (optional)<br> |
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| 255 | |
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| 256 | |
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| 257 | </li> |
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| 258 | |
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| 259 | |
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| 260 | <li>Exporting of deformers (bone chains, nulls used as deformers) |
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| 261 | direct to binary .skeleton format<br> |
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| 262 | |
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| 263 | |
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| 264 | </li> |
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| 265 | |
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| 266 | |
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| 267 | <li>Exporting animations from the mixer, sampled IK skeletal animation and shape animation (vertex animation)</li> |
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| 268 | |
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| 269 | <li>Exporting of RealTime shaders on materials (OpenGL and DirectX)</li> |
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| 270 | |
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| 271 | |
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| 272 | </ol> |
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| 273 | |
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| 274 | |
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| 275 | <a href="OGREXSI_Readme.html#top">Back To Top</a> |
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| 276 | <p class="MainHeader" align="left"><a name="using"></a>How To Use<br> |
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| 277 | |
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| 278 | |
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| 279 | </p> |
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| 280 | |
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| 281 | |
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| 282 | It's a simple case of selecting the objects you wish to export, and |
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| 283 | clicking File > Export > OGRE Mesh / Skeleton... to bring up the |
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| 284 | OGRE export dialog.<br> |
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| 285 | |
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| 286 | |
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| 287 | <img alt="page1" src="page1.gif" style="width: 464px; height: 477px;"><br> |
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| 288 | |
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| 289 | |
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| 290 | <br> |
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| 291 | |
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| 292 | |
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| 293 | The first page of the exporter is concerned with the basic mesh export |
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| 294 | settings. <br> |
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| 295 | |
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| 296 | |
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| 297 | <span style="font-weight: bold;"><br> |
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| 298 | |
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| 299 | |
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| 300 | <span class="newsdate">Object(s) to export:</span> </span>This |
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| 301 | is pre-populated with your current selection<br> |
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| 302 | |
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| 303 | |
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| 304 | <span style="font-weight: bold;"><span class="newsdate">Mesh:</span> |
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| 305 | </span>This is the .mesh file to export - you must complete this. Once |
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| 306 | you have selected a file, by default the other file-related fields in |
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| 307 | the exporter will be completed for you based on the same filename |
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| 308 | pattern.<br> |
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| 309 | |
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| 310 | |
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| 311 | <span style="font-weight: bold;"><span class="newsdate">Merge |
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| 312 | objects with the same material?:</span> </span>If this is checked, all |
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| 313 | polygon mesh objects with the same material will be merged into one for |
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| 314 | efficiency. Most of the time you want this; but if you want more |
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| 315 | control over the splitting of your SubMesh objects, deselect it.<br> |
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| 316 | |
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| 317 | |
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| 318 | <span style="font-weight: bold;"><span class="newsdate">Calculate |
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| 319 | Edge Lists:</span> </span>Select this if you want your mesh to support |
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| 320 | stencil shadows. This increases the size of the resulting .mesh object.<br> |
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| 321 | |
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| 322 | |
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| 323 | <span style="font-weight: bold;"><span class="newsdate">Calculate |
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| 324 | Tangents:</span> </span>Select this if you wish to use normal mapping |
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| 325 | or some other technique which requires tangents vectors.<br> |
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| 326 | |
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| 327 | |
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| 328 | <span style="font-weight: bold;"><span class="newsdate"></span></span><span style="font-weight: bold;"><span class="newsdate">Levels |
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| 329 | of Detail:</span> </span>Increase this value above 0 if you want lower |
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| 330 | LODs to be generated for this mesh. The rest of the parameters control |
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| 331 | how the mesh is reduced.<br> |
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| 332 | |
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| 333 | |
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| 334 | <span style="font-weight: bold;"><span class="newsdate"></span></span><span style="font-weight: bold;"><span class="newsdate"></span></span><br> |
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| 335 | |
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| 336 | |
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| 337 | <span style="font-weight: bold;"><span class="newsdate"></span></span><img alt="page2" src="page2.gif" style="width: 464px; height: 477px;"><br> |
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| 338 | |
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| 339 | |
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| 340 | <br> |
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| 341 | |
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| 342 | |
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| 343 | <span style="font-weight: bold;"><span class="newsdate">Export |
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| 344 | Materials:</span> </span>Whether to export a .material script or not. |
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| 345 | The field underneath contains the name of the script to export, and is |
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| 346 | pre-populated based on the .mesh selection on the first page.<br> |
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| 347 | |
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| 348 | |
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| 349 | <span style="font-weight: bold;"><span class="newsdate">Material |
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| 350 | Prefix:</span> </span>Optional prefix to give the name of each |
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| 351 | material.<br> |
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| 352 | |
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| 353 | |
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| 354 | <span style="font-weight: bold;"><span class="newsdate"></span></span><span style="font-weight: bold;"><span class="newsdate">Copy |
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| 355 | Textures To Folder:</span> </span>If selected, any textures referenced |
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| 356 | in your materials will be copied into the same folder as the .material |
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| 357 | script.<br> |
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| 358 | |
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| 359 | |
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| 360 | <span style="font-weight: bold;"><span class="newsdate"></span></span><br> |
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| 361 | |
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| 362 | |
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| 363 | <span style="font-weight: bold;"><span class="newsdate"></span></span><img alt="page3" src="page3.gif" style="width: 461px; height: 444px;"><br> |
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| 364 | |
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| 365 | |
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| 366 | <br> |
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| 367 | |
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| 368 | |
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| 369 | <span style="font-weight: bold;"><span class="newsdate">Export |
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| 370 | Skeleton:</span> </span>If checked, skeleton and animation will be |
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| 371 | exported. Cannot be selected if no skeleton is referenced by this mesh. |
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| 372 | The field underneath determines the target.skeleton file (pre-populated |
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| 373 | based on the mesh name).<br> |
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| 374 | |
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| 375 | |
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| 376 | <span style="font-weight: bold;"><span class="newsdate">Frames |
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| 377 | per second:</span> </span>How to translate XSI frames into time |
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| 378 | values. Will be populated based on XSI's playback speed, but you can |
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| 379 | alter it if you wish.<br> |
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| 380 | |
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| 381 | |
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| 382 | <span style="font-weight: bold;"><span class="newsdate">Animations:</span> |
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| 383 | </span>This is a list of animations, which should be pre-populated with |
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| 384 | what you have in the Mixer, with splits between multiple animations |
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| 385 | 'best guessed' by the exporter, but you can tweak them afterwards. You |
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| 386 | can alter all the fields in the table.<br> |
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| 387 | |
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| 388 | |
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| 389 | <span style="font-weight: bold;"><span class="newsdate">Export?:</span> |
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| 390 | </span>A checkbox determining whether to export this animation<br> |
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| 391 | |
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| 392 | |
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| 393 | <span style="font-weight: bold;"><span class="newsdate"></span></span><span class="newsdate">Name:</span> The name of the |
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| 394 | animation.<br> |
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| 395 | <span style="font-weight: bold;">Start:</span> The first frame of the animation<br> |
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| 396 | <span style="font-weight: bold;">End:</span> The last frame of the animation<br> |
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| 397 | |
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| 398 | |
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| 399 | <span style="font-weight: bold;"><span class="newsdate"></span></span><span style="font-weight: bold;"><span class="newsdate">Sample Freq:</span> |
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| 400 | </span>Skeletal animation which is based on Inverse Kinematics (IK) or other |
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| 401 | constraints needs to be 'sampled' to turn it into Forward Kinematics |
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| 402 | (FK) in OGRE. <span style="font-weight: bold;"><span class="newsdate"></span></span>This option determines the number of frames between each sample. For vertex animation, this is ignored.<br> |
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| 403 | <br> |
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| 404 | |
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| 405 | |
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| 406 | <a href="OGREXSI_Readme.html#top">Back To Top</a><br> |
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| 407 | |
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| 408 | |
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| 409 | <br> |
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| 410 | |
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| 411 | |
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| 412 | <p class="MainHeader" align="left"><a name="tips"></a>Tips<br> |
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| 413 | |
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| 414 | |
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| 415 | </p> |
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| 416 | |
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| 417 | |
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| 418 | <p>Important modelling / animating considerations:<br> |
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| 419 | |
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| 420 | |
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| 421 | </p> |
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| 422 | |
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| 423 | |
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| 424 | <ol> |
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| 425 | |
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| 426 | |
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| 427 | <li>The exporter writes one SubMesh per material if 'Merge objects |
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| 428 | with the same material' is selected. If unselected, you get one SubMesh |
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| 429 | per PolygonMesh (or clusters with differing materials within them)<br> |
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| 430 | |
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| 431 | |
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| 432 | </li> |
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| 433 | |
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| 434 | |
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| 435 | <li>The exporter writes all your export settings into a custom |
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| 436 | property in your scene, meaning that all your preferences are |
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| 437 | remembered for this scene, even between loads.<br> |
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| 438 | |
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| 439 | |
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| 440 | </li> |
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| 441 | |
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| 442 | |
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| 443 | <li>The exporter only exports PolygonMesh objects, so if you work |
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| 444 | with higher-order surfaces like NURBS you must create a PolygonMesh |
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| 445 | object from these surfaces before exporting</li> |
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| 446 | |
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| 447 | |
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| 448 | <li>The exporter writes a single .mesh at a time and combines all the |
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| 449 | objects selected (and their children, if you select that option)</li> |
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| 450 | |
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| 451 | |
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| 452 | <li>All global modelling coordinates are preserved, so the origin of |
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| 453 | your resulting .mesh will be where the world origin is in XSI<br> |
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| 454 | |
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| 455 | |
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| 456 | </li> |
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| 457 | |
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| 458 | |
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| 459 | <li>Animations must be placed in the mixer to be picked up by the exporter<br> |
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| 460 | |
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| 461 | |
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| 462 | </li> |
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| 463 | |
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| 464 | |
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| 465 | <li>The exporter automatically samples any skeletal IK animation and turns it in to FK, |
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| 466 | optimising the animation as it does it to remove redundant keys and tracks.</li> |
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| 467 | |
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| 468 | |
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| 469 | <li>Shape animation should be expressed in shape reference mode |
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| 470 | 'Local' if you expect the results to work in combination with skeletal |
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| 471 | animation. If you don't use skeletal animation, either 'Local' or |
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| 472 | 'Object' will work. You shouldn't use 'Absolute' mode. </li> |
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| 473 | |
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| 474 | |
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| 475 | <li>Make sure you remove any active shape key composition on the |
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| 476 | modifier stack |
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| 477 | for your meshes before exporting, they can mess up the initial base |
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| 478 | state of the mesh as seen by the exporter, since the shape keys are |
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| 479 | relative to the mesh before this composition.</li> |
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| 480 | |
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| 481 | |
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| 482 | |
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| 483 | </ol> |
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| 484 | |
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| 485 | |
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| 486 | Important material considerations:<br> |
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| 487 | |
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| 488 | |
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| 489 | <ul> |
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| 490 | |
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| 491 | |
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| 492 | <li>The defaults that XSI gives to some real time material components |
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| 493 | are not normally what you'd want (and not the OGRE default). For |
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| 494 | example:</li> |
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| 495 | |
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| 496 | |
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| 497 | |
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| 498 | |
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| 499 | <ul> |
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| 500 | |
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| 501 | |
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| 502 | <li>OGLDraw and DXDraw objects have a default culling mode of |
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| 503 | 'None', meaning all materials are double-sided by default, you will |
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| 504 | probably want to change that for efficiency</li> |
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| 505 | |
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| 506 | |
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| 507 | <li>OGLTexture and DXTexture both default to no mip mapping. You |
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| 508 | will probably want to alter the defaults so that you have at least |
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| 509 | sampled point mipmapping (in DXTexture this is a separate setting, in |
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| 510 | OGLTexture it's combined with the minification filter)</li> |
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| 511 | |
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| 512 | |
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| 513 | |
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| 514 | |
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| 515 | </ul> |
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| 516 | |
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| 517 | |
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| 518 | </ul> |
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| 519 | |
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| 520 | |
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| 521 | <a href="OGREXSI_Readme.html#top">Back To Top</a> |
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| 522 | <p class="MainHeader" align="left"><a name="changelog"></a>Change Log<br> |
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| 523 | |
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| 524 | |
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| 525 | </p> |
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| 526 | |
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| 527 | |
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| 528 | <p style="font-weight: bold;">1.1.0</p> |
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| 529 | <ul> |
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| 530 | <li>Shape animation support. You can now use the Shape Manager to |
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| 531 | define shape keys, and then place them in animations in the mixer at |
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| 532 | varying weights and combine them, e.g. to make facial animation. The |
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| 533 | exporter creates 'pose' animation in OGRE from this.</li> |
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| 534 | <li>Animation is now picked up from the mixer, not directly from |
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| 535 | action sources. This is to allow a consistent approach to both skeletal |
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| 536 | and vertex animation. Multiple animations must be split up in timeline |
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| 537 | start/end frame pairs.</li> |
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| 538 | </ul> |
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| 539 | <p style="font-weight: bold;">1.0.6a<br> |
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| 540 | |
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| 541 | |
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| 542 | </p> |
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| 543 | |
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| 544 | |
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| 545 | <ul> |
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| 546 | |
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| 547 | |
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| 548 | <li>Significant optimisation allowing larger meshes to be exported quicker (approx 15x faster per 1,000 faces than 1.0.6).</li> |
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| 549 | |
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| 550 | |
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| 551 | </ul> |
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| 552 | |
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| 553 | |
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| 554 | <p style="font-weight: bold;">1.0.6<br> |
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| 555 | |
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| 556 | |
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| 557 | </p> |
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| 558 | |
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| 559 | |
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| 560 | <ul> |
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| 561 | |
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| 562 | |
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| 563 | <li>Don't export clusters that become empty because triangles have been assigned to other clusters to customise material ID</li> |
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| 564 | |
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| 565 | |
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| 566 | <li>Fix vertex bone assignments on vertices on the boundary of multiple clusters</li> |
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| 567 | |
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| 568 | |
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| 569 | <li>Added XSI v5 support</li> |
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| 570 | |
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| 571 | |
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| 572 | </ul> |
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| 573 | |
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| 574 | |
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| 575 | <p style="font-weight: bold;">1.0.5<br> |
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| 576 | |
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| 577 | |
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| 578 | </p> |
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| 579 | |
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| 580 | |
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| 581 | <ul> |
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| 582 | |
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| 583 | |
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| 584 | <li>Fix export of multiple animations where initial pose is different</li> |
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| 585 | |
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| 586 | |
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| 587 | <li>Material prefix should apply to the exported .mesh as well as the .material</li> |
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| 588 | |
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| 589 | |
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| 590 | </ul> |
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| 591 | |
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| 592 | |
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| 593 | <p style="font-weight: bold;">1.0.3<br> |
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| 594 | |
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| 595 | |
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| 596 | </p> |
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| 597 | |
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| 598 | |
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| 599 | <ul> |
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| 600 | |
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| 601 | |
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| 602 | <li>Don't crash if textures are not found, just warn |
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| 603 | instead.</li> |
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| 604 | |
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| 605 | |
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| 606 | <li>Trap cases where too many texture coordinate sets |
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| 607 | are used and terminate with error, rather than crash<br> |
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| 608 | |
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| 609 | |
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| 610 | </li> |
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| 611 | |
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| 612 | |
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| 613 | </ul> |
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| 614 | |
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| 615 | |
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| 616 | <p style="font-weight: bold;"><br> |
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| 617 | |
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| 618 | |
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| 619 | 1.0.1c<br> |
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| 620 | |
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| 621 | |
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| 622 | </p> |
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| 623 | |
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| 624 | |
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| 625 | <ul> |
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| 626 | |
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| 627 | |
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| 628 | <li>Added material exporting</li> |
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| 629 | |
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| 630 | |
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| 631 | <li>Added animation sampling (handle IK, other constraints seamlessly)</li> |
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| 632 | |
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| 633 | |
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| 634 | <li>Fixed vertex output format for software skinning</li> |
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| 635 | |
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| 636 | |
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| 637 | <li>Fixed a problem with translation keyframes</li> |
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| 638 | |
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| 639 | |
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| 640 | <li>Added optimisation of resulting animations (eliminate identity |
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| 641 | tracks, collapse identical keyframes)</li> |
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| 642 | |
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| 643 | |
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| 644 | <li>Fixed frame -> time conversion with varying Action bases</li> |
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| 645 | |
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| 646 | |
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| 647 | <li>Reorganised GUI a little</li> |
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| 648 | |
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| 649 | |
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| 650 | <li>Deal with case-insensitive fcurve references</li> |
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| 651 | |
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| 652 | |
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| 653 | <li>Linux build fixes<br> |
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| 654 | |
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| 655 | |
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| 656 | </li> |
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| 657 | |
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| 658 | |
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| 659 | </ul> |
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| 660 | |
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| 661 | |
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| 662 | <p><a href="OGREXSI_Readme.html#top">Back To Top</a></p> |
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| 663 | |
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| 664 | |
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| 665 | <p class="MainHeader" align="left">Reporting Issues<br> |
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| 666 | |
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| 667 | |
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| 668 | </p> |
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| 669 | |
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| 670 | |
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| 671 | <p>Please report any issues with the exporter in the <a href="http://www.ogre3d.org/phpBB2">OGRE Forums</a>.</p> |
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| 672 | |
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| 673 | |
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| 674 | <p> <a href="OGREXSI_Readme.html#top">Back To Top</a></p> |
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| 675 | |
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| 676 | |
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| 677 | </body> |
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| 678 | </html> |
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