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