Blender to Ogre Exporter

Blender is an open source 3D content creation suite for modeling, animation, rendering and video post production. The Blender to Ogre Exporter is a python script to run directly within Blender. Currently it supports the export of

Installation

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.

Basic Usage

You will get a detailed log of the export process. Use the OgreXmlConverter to convert the generated XML files to binary .mesh and .skeleton files.

Screenshot of the exporter interface.

Options

Export Textures
Export uv texture coordinates and texture names.
Export Armature
Export armatures and armature animations.
Export Armature as Mesh
Generate an animated extra mesh in the form of the skeleton.
Material File
The name of the material script file that will be generated.
Mesh Scale Factor
All meshs and bones are scaled on export by this factor.
RotX
Angle of an additional rotation around the x-axis of all objects on export. This rotation is applied first. The default value is -90 degrees. This maps Blender's default up-vector (z-direction) to Ogre's default up-vector (y-direction).
RotY
Angle of an additional rotation around the y-axis. This rotation is applied second, after RotX.
RotZ
Angle of an additional rotation around the z-axis. This rotation is applied third, after RotY.
Animation settings of
Choose an object from the list of all objects selected for export. The animations that will be exported for that object are then displayed in the scroll area below. Each animation correspond to one line.
Action name
The name of the Blender action.
Start frame (Sta:)
Start frame of the animation.
End frame (End:)
End frame of the animation.
Animation export name
The animation name in the exported Ogre file.
Delete
Removes the animation from export.
Add
Add another animation to be exported.
Update
Updates the list of all objects selected for export from the currently selected objects in the "3D View". Also updates the list of possible actions, deletes animations for removed actions and sets default animations for new actions.
Path
All generated files of the exporter are written into this directory. Mesh files are named after the mesh object name in Blender with suffix ".mesh.xml". Skeleton files are named after the armature object name in Blender with suffix ".skeleton.xml".
Export
Export all objects in the list of objects selected for export.
Quit
Exit from the export script.

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.

Specifics

Mesh

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 double sided faces (Double Sided/Two Sided). To make a face double sided, select the face in the "Edit Mode", duplicate it ("Mesh -> Duplicate", RMB) and flip the normals ("Mesh -> Normals -> Flip").

Material

In contrast to Ogre, Blender treats material, uv texture and blend mode separately. Therefore, the name of the exported material consists of Blender's material name (if any), the blend mode and the name of the texture file (if any). The parts of the name are separated with slashs. Only textures assigned in the "UV/Image Editor" will be exported. You don't need to assign a material to a mesh in order to export uv textures. The following mapping is done on export:

Material Specific

Blender Ogre
Amb*AmbR Amb*AmbG Amb*AmbB ambient R G B
Col diffuse R G B
Spec*Spe, Hard specular R G B, Shininess
Emit*Col emissive R G B
VCol Paint vertex colours
TexFace disable ambient, diffuse, specular and emissive
Shadeless lighting off
ZInvert depth_func greater_equal
Shadow receive_shadows on/off
No Mist fog_override true
Env depth_func always_fail

Blender's world settings that affect the exported Ogre material are marked green.

Blender's material settings that affect the exported Ogre material are marked green.

Face Specific

Blender Ogre
Textured texture_unit { texture (image filename without path) }
Invisible no export
Opaque Blend Mode scene_blend one zero (Ogre default)
Additive Blend Mode scene_blend add
Alpha Blend Mode scene_blend alpha_blend

Blender's face settings that affect the exported Ogre material are marked green.

Armature

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 support nonuniform keyframe scaling. 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.