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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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