OGRE
13.6
Object-Oriented Graphics Rendering Engine
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There are a number of mesh tools available with OGRE to help you manipulate your meshes.
This tool can convert binary .mesh and .skeleton files to XML and back again - this is a very useful tool for debugging the contents of meshes, or for exchanging mesh data easily - many of the modeller mesh exporters export to XML because it is simpler to do, and OgreXMLConverter
can then produce a binary from it.
Run the tool with no arguments to see the available options.
This tool is provided to allow you to upgrade your meshes when the binary format changes - sometimes we alter it to add new features and as such you need to keep your own assets up to date. Furthermore, OgreMeshUpgrader
can generate additional information for the mesh, like bounding regions and level-of-detail reduction. See the Automatic Mesh LOD Generator Tutorial for details.
Run the tool with no arguments to see the available options.
This tool converts 3D-formats supported by assimp to native OGRE .mesh .skeleton and .material files.
Run the tool with no arguments to see the available options.
Exporters are plugins to 3D modelling tools which write meshes and skeletal animation to file formats which OGRE can use for realtime rendering. The files the exporters write end in .mesh and .skeleton respectively.
Each exporter has to be written specifically for the modeller in question, although they all use a common set of facilities provided by Ogre::MeshSerializer and Ogre::SkeletonSerializer. They also normally require you to own the modelling tool.
All the exporters here can be built from the source code, or you can download precompiled versions from the OGRE web site.
There are a few rules when creating an animated model for OGRE:
If you’re creating non-animated meshes, then you do not need to be concerned with the above.
Full documentation for each exporter is provided along with the exporter itself, and there is a selection of the currently supported modelling tools at OGRECave.
All mesh files are required to have a material name set, otherwise most mesh tools will fail with an exception. Even if they don't, the exception will happen deep inside the render-loop which is way harder to debug (unless you set the material programmatically).
To set a material name for the mesh, you have these options:
OgreXMLConverter
.