Closed GoogleCodeExporter closed 9 years ago
[deleted comment]
Well it seems the current exporter
(http://www.ogre3d.org/forums/viewtopic.php?f=8&t=61485) only supports shared
vertices probably for performance reasons.
So alternatives would be to use older tools or fix the issue :)
Original comment by frust...@gmail.com
on 24 Oct 2012 at 3:24
Forgot to mention, i'm using blender 2.63 and libgdx trunk
Original comment by frust...@gmail.com
on 24 Oct 2012 at 3:27
Found out that this loop is just plain broken and fails with multiple animation
tracks. Misspelled i for j.
private Skeleton generateSkeleton
(com.badlogic.gdx.graphics.g3d.loaders.ogre.skeleton.Skeleton ogreSkel) {
...
for (int j = 0; j < perJointkeyFrames.length; j++) {
if (perJointkeyFrames[i] == null) throw new IllegalArgumentException("No track
for bone " + skel.jointNames.get(j));
}
Original comment by frust...@gmail.com
on 26 Oct 2012 at 12:25
Also it seems that both OgreXmlLoader and G3dLoader.loadSkeletonModel forget to
set the mesh/subMesh names.
Maybe we can have a rampage fix all at once. :)
Original comment by frust...@gmail.com
on 26 Oct 2012 at 12:28
The Ogre loader was modified/rewritten by some contributor via Github. I
haven't had time looking into that and it's unlikely i'll have time in the next
2-3 weeks. I plan on using the Gameplay SDK format in the future, as it's a
binary format, easy to load, and the encoder work is done by the great folks at
RIM who have more resources than we do. This would make the Ogre loader
obsolete, you'd export to either Collada or FBX.
Original comment by badlogicgames
on 26 Oct 2012 at 1:50
Not sure about that new sdk, seems to be a "complete" solution for mobile games
rather then something only for the models. Integration with libgdx is going to
be a pain. Also RIM is going trough bad financial times.
Then i have to quote you. "DAE (aka Collada): oh god, please. No."
http://www.badlogicgames.com/wordpress/?p=1652
I think libgdx should focus on one solution that works well, dont need to be
perfect on this, because right now 3d support is a mess of things that are
barely working.
I would stick with Blender->Ogre->g3d. You can skip the whole ogre stuff as
well by just making a complete exporter for blender that's totally under libgdx
control.
Original comment by frust...@gmail.com
on 27 Oct 2012 at 2:03
As much as i like blender, only supporting Blender doesn't cut it. Also their
API is i constant flux and i have no intention following that every month.
The Gameplay SDK based solution means exporting fbx/collada from whatever app,
and converting that to a game ready binary format via the Autodesk FBX SDK.
This is what Unity and the UDK do as well, ans it's the most future-proof and
generic solution. Folka would simply use the Gameplay encoder to convert their
fbx/collada files and we only have to maintain a single loader for that format.
yes, the 3D Api is a mess, as i stAted numerous times. Sadly, i do not work on
libgdx full time and i have to prioretize things accordingly. However, i always
welcome contributions.
Original comment by badlogicgames
on 27 Oct 2012 at 3:11
Okey.. got inspired and fixed all the problems.
https://github.com/libgdx/libgdx/pull/92
My game is mainly 2d, but i'm using some 3d elements in the menu system and
don't really need anything more fancy than blender-ogre stuff.
Original comment by frust...@gmail.com
on 28 Oct 2012 at 7:20
Original comment by badlogicgames
on 3 Nov 2012 at 11:52
Original issue reported on code.google.com by
frust...@gmail.com
on 24 Oct 2012 at 2:26