Problem with animated ogre mesh exported in Blender

HEllo



I don’t know if anyone had problems with this. I use Blender 2.49 because it’s what fits me best in my freelance work (I work with Unity, Panda 3D and also JME). I export animated objects into ogre XML to be imported to .j3o but the problem is that no matter what method I use, the object remains at 0.0, 0.0, 0.0 and it does not change position no matter what I do.



Is there something I missed from the Blender export that I must know of so I can put my animated object anywhere?



thanks

@mifth said:
there are 2 things in ogre:
1 ogre xml model - only model with coordinates (0,0,0)
2 ogre dot scene (instances of a model (location and names))

try using blender2ogre addon for blender2.6: http://code.google.com/p/blender2ogre/


I cannot use Blender 2.6 because I am a freelance game developer and sometimes I need to use models in other applications for engines like Panda 3D (which I don't like much) and Unity 3D (which is too expensive for me) So Blender 2.49 is my choice so far. I use JME to make my own games and not worrying about licenses.

Well, the problem was with how I was exporting in Blender 2.49, I figured it out and the problem was that I didn't selected both the armature and the mesh. Even though the export is successful, you cannot move it from the origin.

there are 2 things in ogre:

1 ogre xml model - only model with coordinates (0,0,0)

2 ogre dot scene (instances of a model (location and names))



try using blender2ogre addon for blender2.6: http://code.google.com/p/blender2ogre/

@bloodwalker: Can you be a bit more specific what kind of animated Object you try to export? Armature- or Object-based? And how do you try to start the animation?

blender 2.6 is good for working with Unity and Panda3d. Just install FBX, XNA and DirecX addons.