Because all that, I like to use the "ogrescene import" tool, because than,
if you use from 3dMax, for example the "Ogremax" plugin, it will to convert
all the scene in submeshes, and in that way you will tu get in Taiga,than the
scene is constructed with the submeshes and each of them with their material
in the first slot.
iI we are careful when assigning materials in 3DMax,and then to use the
OgreMAx function of "convert materials to Ogre materials", the submeshes
have the correct physical.

Alberto

-------------------------------------------------------------------------------------------------

2010/4/6 Bernie Roehl <[email protected]>

> I don't know the answer to this, but I can speculate. It's possible that
> the first submesh is intended to be a low-resolution physics proxy for the
> entire object. If I have a very complicated object with lots of polygons,
> but only want to do collisions using a simpler version, I could create a
> submesh that encloses the object that would be used only by the physics
> engine. I would give that submesh a completely transparent material, so it
> doesn't render.
>
> As I say, I don't know if that's what they're actually doing or not, it's
> just a theory.
>
>
>
> On 6 April 2010 00:28, Toni Alatalo <[email protected]> wrote:
>
>> I don't know why the server has been implemented so that it uses the first
>> index (what in Ogre is the first submesh) only, might be possible to change
>> the logic there so that it creates the collision mesh from all submeshes.
>>
>> José Manuel Meza Cano
>>>
>>
>> ~Toni
>>
>>
>>> Académico UNAM - Fes Iztacala
>>>
>>> Coordinación de educación a distancia - Division de educación continua y
>>> vinculación - Facultad de ciencias políticas y sociales.
>>>
>>>
>>>
>>> El 01/04/2010, a las 04:21, Gustavo Alberto Navarro Bilbao <
>>> [email protected] <mailto:[email protected]>> escribió:
>>>
>>>  Sorry too for my bad english. Spanish is my first language
>>>>  Only the first material index polygons is used in the collisions. If
>>>> you to use more materials in the other slots, typical if you export the
>>>> meshe from sketchup, for example, you are going to get a phantom meshe in
>>>> the parts of the meshe than are using the others materials.
>>>>  Becausa that, I'm testing now the utility "ogrescene import" instead to
>>>> upload the mese like a 3D object (
>>>> http://picasaweb.google.com/alberto.navarro.bilbao/OGRESCRIPTLOADSCENE)
>>>>  Alberto
>>>>
>>>> 2010/4/1 FoxSan Yosuké <[email protected] <mailto:
>>>> [email protected]>>
>>>>
>>>>
>>>>    This is an issue that has puzzled me for a long while too. Glad
>>>>    to see I am not the only one!
>>>>    Does anyone know a solution for this?
>>>>
>>>>    With kind regards,
>>>>
>>>>    Foxsan
>>>>
>>>>
>>>>    2010/4/1 José Manuel Meza <[email protected]
>>>>    <mailto:[email protected]>>
>>>>
>>>>
>>>>        Hi!
>>>>        I have a little problem with the imported objets from
>>>>        sketchup to realxtend 0.5
>>>>        I use realxtend viewer 0.4 and when I import the objets I can
>>>>        walk through, exept in the miidle of the object were the prim
>>>>        is located...
>>>>        How can I import these objets with the right fisical properties??
>>>>
>>>>        Maybe the problem is the checkbox "extend properties", but
>>>>        this feature is not visible in the viewer 0.4, I read that
>>>>        it's only visible in the 0.3 version.
>>>>
>>>>        Thanks and sorry for the bad english
>>>>
>>>>        --         _____________________
>>>>        Lic. José Manuel Meza Cano
>>>>
>>>>        Educación a Distancia
>>>>        División de Educación Continua y Vinculación
>>>>        Facultad de Ciencias Políticas y Sociales
>>>>        Universidad Nacional Autónoma de México
>>>>
>>>>        Profesor ordinario de asignatura
>>>>        Licenciatura en psicología
>>>>        Sistema de Universidad Abierta y Educación a Distancia
>>>>        Facultad de Estudios Superiores Iztacala
>>>>        Universidad Nacional Autónoma de México
>>>>
>>>>        Nos vemos luego, en línea siempre
>>>>
>>>>
>>>>        --         http://groups.google.com/group/realxtend
>>>>        http://www.realxtend.org
>>>>
>>>>
>>>>    --     http://groups.google.com/group/realxtend
>>>>    http://www.realxtend.org
>>>>
>>>>
>>>> --
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>
>
>
> --
>   Bernie Roehl
>   Mail: [email protected]
>
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> http://www.realxtend.org
>

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