The script needs access to standard Python modules not shipped with Blender. Consult the Blender documentation at www.blender.org how to incorporate Python with Blender.
Screenshot of the exporter interface.
The script loads and saves its options to a text buffer "ogreexport.cfg" inside the current .blend file. You can disable this behaviour by changing the script variable KEEP_SETTINGS to 0.
If the OGRE_XML_CONVERTER script variable is set to the OgreXMLConverter executable, the converter is called on the exported XML files.
The script supports sticky and per face vertex uv coordinates, smoothed and non-smoothed normals, vertex colours. Each rectangle face is automatically converted into two triangle faces in the exported mesh.
The script does not support subdivision surface (SubSurf) options. To export a SubSurf object, you have to convert it into a Mesh object, "Object -> Convert Object Type... -> Mesh (keep original)".
The script does not support the "Double Sided" mesh option, use the "Two Sided" face option instead.
In contrast to Ogre, Blender treats material, uv texture and blend mode separately. Also Blender distinguishs between material appearance in the game engine and material appearance in the rendered results.
If a material is assigned to face, only the properties that affect the appearance in the game engine are exported. These are the "Col" and "Spe" colours, the "Amb", "Spec" and "Hard" factors and the "VCol Paint" and "TexFace" options.
Textures assigned with the UV/Image Editor are exported. Note that material image textures, which can be exported as rendering engine materials, give you more control over filtering and texture address modes.Blender's face settings affect the mesh appearance only in the game engine. The properties exported by the script are marked green.
The name of the exported material is the same as in Blender. If the "Two Sided" face option is set, the suffix "/TWOSIDE" is appended. If the "TexFace" material option is set, the suffix "/TEXFACE" and the name of the texture image that is assigned with the UV/Image Editor is appended. The "Two Sided" face option has no effect in Blender's rendering results and is evaluated on export for convenience only.
Blender's material settings that affect the exported Ogre material are marked green.
The script exports image textures with "Map Input" set to "UV" and "Map To" set to "Col" and optional "Alpha". The supported image options are marked green.
InterPol | MidMap | resulting filtering |
---|---|---|
yes | yes | trilinear |
yes | no | linear linear none |
no | yes | bilinear |
no | no | none |
You must have no more than four weighted bone assignments per mesh vertex. If you have more, the script will eliminate the lowest weighted assignments and renormalise the other weights. All vertices must be assigned to at least one bone.
Armature animations are exported based upon keyframe ranges and action names. You can choose any frame as start and end frame of an animation. The script will automatically insert keyframes at the start and end of the exported animation and reverse the exported animation if the end frame is lesser than the start frame. In order to export armature animations of a mesh you don't have to select the armature separately.
The script does not evaluate action constraints. To export an action with constraints you have to convert the constraint effects into ipo keys ("Action Editor -> Bake") and choose the baked action in the animation settings.
Ogre does not inherit parent bone scaling by default.The animation speed in the export in terms of frames per second is taken from the corresponding scene render button.
Blender's format setting that affect the exported Ogre animation is marked green.