diff --git a/doc/dox.h b/doc/dox.h index 98601dbc5..714f16dd6 100644 --- a/doc/dox.h +++ b/doc/dox.h @@ -1445,30 +1445,13 @@ Build: alles von CustomBuild + DirectX + MFC? @page importer_notes Importer Notes @section ogre Ogre -Ogre importer is WIP and optimized for the Blender Ogre exporter! -XML Format: There is a binary and a XML mesh Format from Ogre. This loader can only -Handle xml files, but don't panic, there is a command line converter, which you can use -to create XML files from Binary Files. Just look on the Ogre page for it. +@subsection overview Overview +Ogre importer is currently optimized for the Blender Ogre exporter, because thats the only one that i use. -Currently you can only load meshes. So you will need to import the *.mesh.xml file, the loader will -try to find the appendant material and skeleton file. +You can find the Blender Ogre exporter at: http://www.ogre3d.org/forums/viewtopic.php?f=8&t=45922 -The skeleton file must have the same name as the mesh file, e.g. fish.mesh.xml and fish.skeleton.xml. - -The material file can have the same name as the mesh file, or you can use -Importer::Importer::SetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "materiafile.material") to specify -the name of the material file. This is especially usefull if multiply materials a stored in a single file. -The importer will first try to load the material with the same name as the mesh and only if this can't be open try -to load the alternate material file. The default material filename is "Scene.material". - -We suggest that you use custom materials, because they support multiple textures (like colormap and normalmap). First of all you -should read the custom material sektion in the Ogre Blender exporter Help File, and than use the assimp.tlp template, which you -can find in scripts/OgreImpoter/Assimp.tlp. If you don't set all values, don't worry, they will be ignored during import. - -If you want more propertiesin custom materials, you can easily expand the ogre material loader, it will be just a few lines for each property. - -What will be loaded? +@subsection what What will be loaded? Mesh: Faces, Positions, Normals and one Uv pair. The Materialname will be used to load the material. No Bone-Assignments yet. @@ -1478,4 +1461,35 @@ materialname will be set. Skeleton: Skeleton with Bone hierarchy (Position and Rotation, but no Scaling in the skeleton is supported), names and transformations, animations with rotation, translation and scaling keys. + +@subsection export_Blender How to export Files from Blender +You can find informations about how to use the Ogreexporter by your own, so here are just some options that you need, so the assimp +importer will load everything correctly: +- Use either "Rendering Material" or "Custom Material" see @ref material +- do not use "Flip Up Axies to Y" +- use "Skeleton name follow mesh" + + +@subsection xml XML Format +There is a binary and a XML mesh Format from Ogre. This loader can only +Handle xml files, but don't panic, there is a command line converter, which you can use +to create XML files from Binary Files. Just look on the Ogre page for it. + +Currently you can only load meshes. So you will need to import the *.mesh.xml file, the loader will +try to find the appendant material and skeleton file. + +The skeleton file must have the same name as the mesh file, e.g. fish.mesh.xml and fish.skeleton.xml. + +@subsection material Materials +The material file can have the same name as the mesh file, or you can use +Importer::Importer::SetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "materiafile.material") to specify +the name of the material file. This is especially usefull if multiply materials a stored in a single file. +The importer will first try to load the material with the same name as the mesh and only if this can't be open try +to load the alternate material file. The default material filename is "Scene.material". + +We suggest that you use custom materials, because they support multiple textures (like colormap and normalmap). First of all you +should read the custom material sektion in the Ogre Blender exporter Help File, and than use the assimp.tlp template, which you +can find in scripts/OgreImpoter/Assimp.tlp in the assimp source. If you don't set all values, don't worry, they will be ignored during import. + +If you want more properties in custom materials, you can easily expand the ogre material loader, it will be just a few lines for each property. */ \ No newline at end of file