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.
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").
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:
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.
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.
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.