NOT Embedded Mesh - SCENE FORMAT

General questions about Indigo, the scene format, rendering etc...
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Aethereal
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Joined: Thu Sep 14, 2006 12:39 am

NOT Embedded Mesh - SCENE FORMAT

Post by Aethereal » Thu Sep 14, 2006 12:56 am

Hi all
I am quite new to Indigo, and I am trying to learn it porting a blender project.
The exported XML file is really huge (>190 MB), so I sucessfully enabled the separation of the materials file (3 KB) that is really more manageable.
Unfortunately I found out that I'll have to edit the scene file also to do some tricks, and it's actually very difficult to do.
Is it possible to externalize the mesh data (that sums up for 99% of my scene file)? I tried saving a <mesh> block in an external file and including it in the same way as the material file is, but with no success.

Unfortunately I haven't find any documentation about the <include> and <scenedata> tags in the format reference.
I'm actually using the "regular" 0,5 version downloaded from the main page.

Thanks a lot for your help

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psor
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Post by psor » Thu Sep 14, 2006 1:09 am

Yup definately possible, ... looks like this.

Code: Select all

<scene>

<renderer_settings>
        ...
</renderer_settings>

	<tonemapping>
                 ...
	</tonemapping>

	<camera>
                 ...
	</camera>

	<include>
		<pathname>box_geo.xml</pathname>
	</include>
	<include>
		<pathname>box_mats.xml</pathname>
	</include>
	<include>
		<pathname>box_lights.xml</pathname>
	</include>

	<model>
		<pos>0 0 0</pos>
		<scale>0.01</scale>
		<normal_smoothing>false</normal_smoothing>
		<rotation>
			<matrix>
			1 0 0 0 1 0 0 0 1
			</matrix>
		</rotation>
		<mesh_name>Box01</mesh_name>
	</model>
</scene>

box_geo.xml example ...

<scenedata>
	<mesh>

	<name>Box01</name>
        <embedded>
			<expose_uv_set>
				<index>0</index>
				<name>blah</name>
			</expose_uv_set>
                        <vertex pos="... >
        </embedded>
        </mesh>
</scenedata>
Hope this clears the things a bit up. ;o)



take care
psor
"The sleeper must awaken"

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mzungu
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Post by mzungu » Thu Sep 14, 2006 1:13 am

At one point the blender exporter did this automatically for meshes, but can't find that option now... is it in there (and I'm just blind) or has it been lost in the shuffle? (Externally referenced materials, too...)
-mzungu
"The fear of the Lord is the beginning of wisdom" - Solomon

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psor
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Post by psor » Thu Sep 14, 2006 1:21 am

Sorry, I'm not a Blender user so I can't tell. ;o)


take care
psor
"The sleeper must awaken"

Aethereal
Posts: 10
Joined: Thu Sep 14, 2006 12:39 am

Post by Aethereal » Thu Sep 14, 2006 1:40 am

That's EXACTLY what I tried to do! Nice, looks I have already got it (maybe because I was accustomed to POV)

But Indigo crashes with error "Sceneloader Excep: could not find root 'scenedata' element"

--- Edit
Ok, My bad... After a further check, I found out my editor saved the new mesh file in UNICODE (16 bit) instead of UTF-8... now I converted the file and, without any other twist, it is running fine.

Thanks

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