Problem with ogre xml import

Hello,



first of all thank you for the great development project and the tools provided, awsome.





I've been trying to import a scene from 3DS Max exported with ogremax plugin. And when i do it just like in the video, with one object, it gets imported correctly, with textures and such. The problem starts when i try to import my whole scene, some objects dont bring their rotations right.



To compare, i opened the exported scene with ogre viewer and everything was in it exact spot, even texture rotations.



Maybe it's ignoring the rotation tag.


<node name="Cylinder01">
            <position x="-95.625" y="1.75925" z="73.0043" />
            <scale x="1" y="1" z="1" />
            <rotation qx="-0.498942" qy="-0.501055" qz="0.501055" qw="-0.498942" />
            <entity name="Cylinder01" castShadows="true" receiveShadows="true" meshFile="Cylinder01.mesh">
                <subentities>
                    <subentity index="0" materialName="Woods&amp;Plastics.FinishCarpentry.PlasticLaminates.Navy" />
                </subentities>
            </entity>
        </node>


Try making sure the single objects all have their rotations applied in 3ds already.



Hope this helps,

Normen

Looks like standards incompatibility.

Blender3D exports node rotation by using XML tag "quaternion" with attributes x, y, z, w. While OgreMax exports it using XML tag "rotation" and attributes qx, qy, qz, qw.



Example from Blender:


<quaternion x="-0.024557" y="0.847453" z="0.003002" w="0.530294"/>



Your example:


<rotation qx="-0.498942" qy="-0.501055" qz="0.501055" qw="-0.498942" />



I fixed this issue in the latest SVN revision.

Thank you guys very much for the support.



I replaced the tags in the .scene file and worked fine for rotations.





But i still have another issue, the textures on the panels, I tried a lot ways to see if they would be imported fine but rotation is always off.



What kind of material or mapping should i use in 3DS Max to get the best results.

Right now the texture rotation is in the material and doesn't get used.


material 02-Default
{
   technique
   {
      pass
      {
         ambient 0.588235 0.588235 0.588235 1
         diffuse 0.588235 0.588235 0.588235 1
         specular 0.603 0.603 0.603 1 40

         texture_unit
         {
            texture logogenius.gif
            tex_address_mode clamp clamp
            rotate -270
         }
      }

   }

}

The rotate -270 statement is not supported by the importer. You can rotate the image in an editor instead.