Export from Blender to Ogre
Download and install the Ogre exporter and the OgreXmlConverter: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61485http://www.ogre3d.org/tikiwiki/tiki-ind ... lConverter
The Blender Ogre exporter has to be put into the addon folder inside your Blender folder or you can install it over the addon menu. The addon needs to be enabled.
Then click on the Ogre check box in the top bar. This makes a couple of options available in other panels. In the scene panel you can set the path to the OgreXmlConverter.
Name your model and mesh (object and mesh datablocks), the material and textures.
Apply scale and rotation (ctrl-A). We treat 1 Blender unit as 1 meter. Since creatures can be scaled in-game, that's actually not so important.
Create a NLA track and add all animations to it. Make sure that the action strips are not too close to each other, so that the animations don't get fused.
Creatures with hands that should be able to hold a weapon should have two bones at their hands that have to be named Weapon_L and Weapon_R. The z-axis should point back, if the weapon is held vertically (check out a model in the repository).
To export a model, select it, then click on file --> export --> 'realXtend tundra' (the other exporter exports the whole scene, what you usually don't want). Scroll down to see the options. Swap axis should be 'xyz'.
Choose your destination folder and hit export. Put the mesh and skeleton files into the 'model' folder, the material into the 'scripts' folder and the textures into the 'textures' folder.Testing a model in-game
To add a model to the game you have to open the level file (Test.level) and add a line for it to creature classes and creatures. Don't forget to increase the number of creatures and classes. You can simply copy and paste a line, for example the Orc, and replace the name of the creature and the mesh file. Many values of the creatures like hit points don't work correctly at the moment, so you can just leave them as they are. SVN (Subversion)