![.character ogre engine .character ogre engine](https://cdn1.epicgames.com/ue/product/Screenshot/19-1920x1080-d1623aff889a95a70b83e075f1921142.png)
![.character ogre engine .character ogre engine](https://cdn1.epicgames.com/ue/product/Screenshot/10-1920x1080-d0cd0e1d4090ca59e4f57285e6712536.png)
.character ogre engine how to#
Thorgal, i think it’s that too, but i don’t know how to deal with that. unfortunately i now have another problem, but cause it isn’t really about blender but ogreXMLexporter script, i post it in Ogre3D forum :
![.character ogre engine .character ogre engine](https://i.pinimg.com/736x/9b/9d/8a/9b9d8a331f52ed7021ca00f6599da518.jpg)
if you don’t intend to use the dotScene exporter), be sure your mesh looks correct, if you set LocX=LocY=LocZ=RotX=RotY=RotZ=0 and ScaleX=ScaleY=ScaleZ=1.0 in the Transform Properties in Object mode. In other words, if you intend to export a mesh only and not the corresponding object (i.e. To edit the mesh (and not the object), switch to “Edit Mode”. If you want to see how your mesh looks like (and how the corresponding Entity in Ogre will look like), select your object in object mode and clear position (alt+g), rotation (alt+r) and scale (alt+s). If you expand the Cube object in the outliner, you see that it contains a mesh (triangle icon). This correspond to the SceneNode transformation in Ogre. The transform properties in “Object Mode” determine the position, rotation and scale of this object in the scene. These objects are displayed with a trihedron icon. Camera, Cube and Lamp in the default scene. If you look at Blender’s “Outliner” window, you can see that your scene is composed out of several objects, e.g. Like Ogre, Blender uses the concept of a “scene”. There are some good things to check in this thread, specifically: I had a similar problem a couple of days ago.