I have successfully imported a blender to ogre model with texture and animation
The textures work fine. The UV Cooridates are Correct.
My Question is when I use a different material after the model is imported the texture will be in the wrong place.
I thought the UV mapping was on the Model itself and not the material.
Is there something I’m missing?
Thanks for any help
Greg
the UV coordinates are stored in the mesh, I would expect this to work, although i haven’t really done that much animating either :s try it with the texture flipped around and see if that fixes it
What blender/ogre combination are you using?
blender-2.63a-linux-glibc27-x86_64
with the ogre exporter 0.5.7 preview1 from http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61485
I flipped the image vertically and it WORKS! It must be something in the material file but I dont see it.
Thanks for your help
[java]/ blender material: Cube
material Cube
{
receive_shadows on
technique
{
pass Cube
{
ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0
specular 0.5 0.5 0.5 1.0 12.5
emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off
colour_write on
cull_hardware clockwise
depth_check on
depth_func less_equal
depth_write on
illumination_stage
light_clip_planes off
light_scissor off
lighting on
normalise_normals off
polygon_mode solid
scene_blend one zero
scene_blend_op add
shading gouraud
transparent_sorting on
texture_unit
{
texture steve.png
tex_address_mode wrap
scale 1.0 1.0
tex_coord_set 0
colour_op modulate
}
}
}
}
[/java]
yeah, be default when the textures are imported from blender, it injects: Flip Repeat.
at least from what I can tell.
You need to set the flip Y flag on the TextureKey when you load the texture in your custom material. If you’re using a J3M file, just specify “Flip” before the path to the texture.