the problems when exporting models from maya with ogreMax
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Hi,raft . I need U help !I'm a newer for JPCT and bones. first of all, my artist make a 3D model "rabit" by Maya ,and they give me a *.mb file ,then I export it by OgreMax plugin , and i take setting in plugin like this , the capture pic following :
1. scene setting :
http://paste.ubuntu.org.cn/i229934
2. object setting :
http://paste.ubuntu.org.cn/i229935
and next , I select "export all " under file menu , then i can get a *.mesh.xml file and a *.skeleton.xml file ,the issue is that ,
in my *.mesh.xml ,it is added a another submesh tag like <submesh material="NoMaterial" at submeshs
the pic following
http://paste.ubuntu.org.cn/i229966 . note the submeshs tag
but in my model , it just have two submesh ,How does the third tag "NoMaterial" be created ? all of them lead a problem ,yet I conver the mesh.xml file to bones file by the jMEimport bat file ,and it success . so next ,i load the *.bones file in my project demo on the Android Phone it susscefull ,but the view on phone screen is so strange ,
the screen capture pic following :
http://paste.ubuntu.org.cn/229957
there a lot of unknow polygons. i dont know how they were created .in my model ,just have a rabit only ! so I the think the problem is caused by the redundant and useless submesh tag <submesh material="NoMaterial" usesharedvertices="false" use32bitindexes="false" operationtype="line_list">
I use res from the demo ,"ninja " model ,It works fine. why not in my own model??
Now ,i dont know how does tag be created when exporting ! could you give me some advcices? or give me example a *.mb file working nomarl ??
is there anything else settings need to be noted in plugin?? or when artist 3D models manufacture! ?? any other requirements??
is there anything else info about my projcet should provide to U. please tell me .if possible ,i will take them .
I m waitting for the answer online all the time .
thks raft
by Fooyou , my Email: foyou0@gmail.com