- improved documentation for ogre loader

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@575 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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jonathanklein 2010-03-03 16:08:27 +00:00
parent df9a4bf66c
commit 31febb2c21
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@ -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.
*/