Change History
Version 2.4.1 - February 5, 2012
- Added script support for synchronizing submesh settings.
- Added support for multi-selection lists in the OgreMax object settings dialog so that custom parameters, animations, texture coordinate sets, and manual LODs can be removed at once.
- Added sorting for mesh and node animations in the object settings dialog. Sorting is initiated by clicking a column heading.
- Modified the exported keyframe time calculations to slightly reduce precision loss during conversion between seconds and the internal time type.
- Modified 'Customize Submeshes' section of Mesh page, displaying all the submesh names in the read-only name text box when the 'All' submesh is selected in the combo box. This makes it easier to see what all the custom submesh names are at a glance.
- Modified the export of "external" box objects to use the actual box edge lengths rather than the average of the edge lengths.
- Modified OgreMaxGetObjectSettings command so that if no arguments are passed in, it returns the settings for the currently selected object.
- Fixed a bug with the display of node animation settings not always updating the time correctly.
Version 2.4 - December 21, 2011
- Added support for up to 4 lights in the OgreMax material viewer.
- Added bitmap settings page to the scene settings dialog, composed of settings that used to be on the materials page.
- Added animation settings page to the scene settings dialog.
- Added a scene setting to export everything as a flat list of nodes, rather than a hierarchy.
- Added node animation interpolation settings to the global settings dialog.
- Added scene setting for exporting materials to separate files.
- Added texture unit setting for the "compositor" content type.
- Added orbiting functionality for the OgreMax scene viewports. To use it, select at least one object, hold the right mouse button, and move the mouse.
- Modified the default OgreMax scene viewer camera near clip distance in the global settings, making it smaller. Also added more precision to the global settings spinners to allow smaller values to be entered.
- Modified the texture unit waveform transformation input spinner controls to have smaller ranges, which makes entering useful values easier.
- Modified 'Ignore Hidden Objects' scene setting, changing it to 'Export Hidden Objects'.
- Modified behavior of material exporter so that if all materials are exported to separate files, the main material file is not generated.
Version 2.3.19 - October 30, 2011
- Added scene and object setting for ensuring exporting bounding boxes are cubes. The size of the cube is taken from the longest dimension of the original bounding box.
- Added logic to ensure that the timeline's start time is always used as the node reference time. Previously, time '0' was always used, which was incorrect if a negative start time was used.
- Fixed bug with manual LOD distances not being scaled incorrectly for the exported scene unit type.
Version 2.3.18 - September 30, 2011
- Added support for layered texture type.
Version 2.3.17 - September 15, 2011
- Modified the export of bone attachments so that attached meshes cannot have their own attachments. This prevents an infinite loop from occurring in situations where an attached mesh shares the skeleton of its parent object.
Version 2.3.16 - September 5, 2011
- Added a 'Create Extra Materials' setting that enables the behavior introduced by default in a previous release that creates extra materials for meshes that have culling disabled or their faces flipped with the 'opposite' setting. The 'Create Extra Materials' is disabled by default, disabling the new feature from the previous release.
- Added a "Search" button to the dialog that appears when bitmaps referenced by OgreMax materials cannot be located. This makes it easier to enter directories since you probably only need to search through one root directory to find all the files.
- Modified material saving to ensure that a carriage return and newline are written at the end of each line. The previous release was writing just a newline (after fixing the Chinese file name character issue).
- Fixed bug with duplicate vertices not being detected properly for non-skinnned meshes.
- Fixed bug with putting skeletons into bind pose sometimes resulting in the scene constraints not being restored. If you have a scene that has constraints that haven't been restored, go to the following Maya menu item: Modify->Evaluate Nodes->Evaluate All. Exporting with the new version also re-enables these constraints.
Version 2.3.15 - August 16, 2011
- Added script function for retrieving all the shaders for a particular type of shader. See the 'Script Access' document for more details.
- Added support for the standard material's illumination/incandescence map.
- Added logic to prevent degenerate meshes (meshes without vertices and/or faces) from being exported.
- Added more logic to create a separate cullable/non-cullable/flipped-culling versions of a standard Maya material if it's applied to a mesh the appropriate 'Backface Culling', 'Double Sided', and 'Opposite' settings.
- Added logic to determine whether a bitmap in a standard material has alpha. If so, the exported pass has its blending mode set accordingly.
- Modified documentation to more clearly explain the purpose of the 'Rendering Object' setting in the OgreMax Render Texture.
- Modified the free versions of the exporters to limit the number of exported mesh animations (per mesh) to 5 and exported node animations (per object) to 5.
- Fixed a bug with Maya sometimes generating IK errors during export, and the exported skeleton animation not looking correct.
- Fixed issue with Chinese characters causing problems with the writing of material scripts.
- Fixed bug with exporter using the obsolete 'Export Meshes' setting, even though there is nowhere in the dialogs to set this. To disable mesh export, disable the 'Export XML Files' and 'Export Binary Files' settings.
- Fixed bug with the 'Export Mesh' entity setting not being used.
- Fixed bug with shader parameters sometimes being displayed with the wrong source or not saving modified data.
Version 2.3.14 - July 16, 2011
- Added separate node, object, and node animation prefix settings to the General page of the OgreMax scene settings dialog.
- Added object and node animation prefix checkboxes to control where the prefixes come from. If you were previously using the 'Prefix Node Animations with Node Names' setting, you may need to adjust the new settings to get the same behavior.
- Modified the duplicate vertex removal functionality to take bone assignments into account.
- Fixed a bug with duplicate vertex/bone assignments sometimes being made.
Version 2.3.13 - July 1, 2011
- Modified bone scaling to be relative to the parent bone, not the bone's initial transform.
- Fixed a bug with duplicate bone names being used without renaming in the 'tracks' section of a skeleton animation, causing the animation to fail to load.
Version 2.3.12 - June 9, 2011
- Added support for the aim constraint. Only the aim vector is used.
- Added support for the 'look at' group, which is created with a 'camera and aim'. The camera in such a group is exported with its look at target.
- Added support for locator nodes. These are exported as 'empty' nodes.
Version 2.3.11 - June 5, 2011
- Added environment variable expansion capability to 'Resource Locations', 'Other Resource Locations', 'User Data Types Locations', and file and directory scene settings. This feature allows variables of the form $(VAR) to be expanded with whatever VAR is defined to be in the system environment.
- Added logic to hide the 'source' control for integer-based sampler parameters, used with the openGL render system.
- Fixed a bug with the 'Before' and 'After' events feature going into an infinite loop if a macro isn't replaced with a value. This would occur if a macro is added for an environment variable that doesn't exist.
- Fixed a bug with incorrectly defined manual LOD settings causing a crash. Specifically, the crash would occur on meshes with a manual LOD setting being used as a manual LOD in another mesh.
- Fixed a bug that prevented materials from being exported when exporting the scene to a .mesh file. This bug was inadvertently introduced with the addition of the entity manual LOD material export feature in OgreMax 2.3.8.
- Fixed a bug with an error message sometimes being printed in the script window when selecting shader programs. The end result was that some of the UI creation was being short-circuited, possibly causing a program crash.
- Fixed a bug with the handling of integer-based shader parameters, which gave the appearance that values weren't being saved.
- Fixed a crashing bug that occurred when there were no default shader parameters defined for a GPU program when using the OpenGL render system.
- Fixed a bug with the translation interpolation mode being used to determine the exported rotation interpolation mode.
Version 2.3.10 - May 20, 2011
- Added logic to the 'Before' and 'After' export commands in the scene settings to allow for system environment variables to expand, along with the standard values.
- Added logic to ensure objects attached to skeletons have a unique name in all situations.
- Added logic to allow the OpenGL render system to be selected in any situation. If it isn't compatible with the current environment, all OgreMax scene and material windows are closed. If the window can't be closed (as is the case for an embedded window) the real-time rendering is disabled.
Version 2.3.9 - April 20, 2011
- Added logic to ensure exported bone names are unique. This prevents OgreMax from crashing on export when there are bones with duplicate names.
- Modified the user data pages so that when a selected class is deselected, its corresponding XML is placed into the user data text field.
Version 2.3.8 - April 12, 2011
- Added support for Maya 2012.
- Added 'up' and 'down' buttons for the texture unit frames list.
- Added support to the scene export for exporting the material names of manual LODs. This makes it possible to use the same mesh as a manual LOD in multiple places within the scene (which can occur by accident when two identical meshes are used as a manual LOD but exported as a single mesh instance).
- Added 'Export Mesh' checkbox on Entity page.
- Modified the display of file names in the texture unit frames list so that the file base name is displayed before the full path.
- Modified the exporter to use the Maya transform name when naming objects, instead of the object name.
- Fixed a bug with the texture unit's animated duration sometimes not having any effect in the real-time viewports.
- Fixed a bug with camera and light rotations being incorrect when the camera/light is a child of another camera or light.
Version 2.3.7 - February 23, 2011
- Added 'Force' setting for the transparent sorting setting in the OgreMax Pass.
- Added 'Auto Distances' setting on the Mesh Manual LOD page of the OgreMax object settings dialog.
- Added 'Reset Viewport Camera' to the OgreMax Scene Window popup menu.
- Added 'Animate Bounding Volumes' setting to the Mesh page of the object and scene settings dialogs. Previous releases always animated the bounding box for accuracy, but this setting is disabled by default to speed up the export process.
- Added support for exporting directly to a .model file.
- Added 'Configuration' page to the 'About' dialog.
- Added 'Mesh XML' setting to the Directories page of the scene settings dialog. This setting allows binary and XML mesh/skeleton files to be exported to different directories.
- Added logic to merge object settings when importing another scene that has OgreMax scene settings.
- Added logic to prevent 'world' from being selectable in the object selection dialog.
- Removed 'Ignore Meshes' settings from the scene settings dialog and logic for ignoring meshes. To ignore particular objects, set the object type to 'Ignore' instead.
- Modified the user data class system to allow subclasses to override superclass data values. Previously, a subclass data item with the same name as a superclass data item was ignored.
- Modified the maximum number of bones in a skeleton, increasing it from 256 to 4096. A custom build of the Ogre3D library is required (with OGRE_MAX_NUM_BONES changed to the appropriate value) in order to use skeletons with more than 256 bones.
- Modified visibility checking so that if an object is the child of an object in a layer but not in a layer of its own, the visibility of the parent object's layer is used.
- Fixed a bug with OgreMax Pass shader parameters causing Maya to crash.
- Fixed a bug with border color in an OgreMax pass not changing in the OgreMax material viewer and scene viewports.
- Fixed a bug with the 'Replace' button of the OgreMax texture unit frames list not working correctly.
- Fixed a bug that sometimes caused Maya to crash when exporting meshes with blend shapes.
- Fixed a bug with object references (such as the 'Exported Parent' setting) not being able to be set to a new value once they've been set.
- Fixed a bug with the object list in the OgreMax object selection dialog performing a sort on the full object name.
- Fixed a bug that caused a crash when exporting the selection set with some bones selected.
- Fixed a bug with the object list in the OgreMax object selection dialog saving the incorrect selection when changing filtering settings.
- Fixed a bug with the 'force' setting for transparent sorting on an OgreMax pass sometimes not being set while dynamically editing a material.
- Fixed a bug with the 'no' setting for 'Export Skeleton' still generating a link if there is a skeleton.
- Fixed a bug with billboards not being exported when exporting the selection set.
Version 2.3.6 - November 19, 2010
- Added normals setting, to both the object and scene settings. This allows normals to be excluded from export, which is useful in situations where lighting is precalculated.
- Added support for camera's orthographic window size, in both the real time viewports and the exported scene file.
- Added extra logic to remove the ':' character when generating mesh file names.
- Added extra logic to force the OgreMaxSceneExporterGlobalSettings.xml file to exist after the program (3DS Max, Maya, Softimage) is closed.
- Updated Ogre 1.7.x build to use Ogre 1.7.2.
- Modified the OgreMax pass behavior so that if transparent sorting is enabled, it is forced. Previously, it would only be enabled if the material is transparent and depth write/check are disabled.
- Modified the OgreMax texture unit conversion to use the individual scale, rotate, and translate components. The full transformation matrix is now only used for standard (non-OgreMax) materials.
- Modified the location of the 'skeleton name' text box, moving it from the 'Mesh' object settings page to the 'Mesh Animations' page.
- Modified the 'Always Export Skeleton' checkbox on the 'Mesh' page of the object settings dialog. It is now a combo box with more options.
- Modified the 'Always Export Poses' checkbox on the 'Mesh' page of the object settings dialog. It is now 'Export Poses', which makes it easier to skip the export of poses.
- Fixed a bug that caused a crash when copying animated bitmaps during export.
- Fixed a bug with non-absolute bitmap file names not being found when copying bitmaps during export.
- Fixed a bug with OgreMax pass not containing 'Inverse Source Alpha'.
- Fixed a bug specific to Maya 2011 that caused Maya to crash when selecting a shader program in an OgreMax pass.
Version 2.3.5 - October 28, 2010
- Modified the exporter to prevent it from exporting blend shapes as separate objects.
- Fixed a bug with animations based on blend shapes no longer being exported. This bug was introduced in a previous release.
- Fixed a bug with blend shape weights not being properly restored.
- Fixed a bug with the Object_UpdateCounter, Object_VisibilityAffectObjectOnly, Object_IsModel, Object_NodeAnimationSampleInterval, and Object_RenderQueueAdd settings using the incorrect type. New attributes were introduced with the '2' suffix.
Version 2.3.4 - September 26, 2010
- Added support in the Ogre3D 1.8 build for an 'ogreVersion' element in the OgreMaxGlobalSettings.xml file. This setting is passed through to the exported scene file. This setting also determines the exported binary mesh format. Valid values are 1.8, 1.7, 1.4, and 1.0. In-between versions (such as 1.6) will be mapped to the nearest lower version. There is no user interface control for this setting.
- Added 'Remove' button for the textured shadow caster and receiver materials. This is necessary for the 3DS Max version since the 3DS Max material browser doesn't allow a 'null' material to be selected.
- Added 'Depth Texture' checkbox to the scene settings Environment page. This setting indicates whether depth textures should be used with the technique. Previously, this value was determined based on the selected technique. This setting is also exported.
- Added 'Selectable' checkbox to the object settings General page. This setting indicates whether the object is selectable within the OgreMax viewports.
- Added extra version information on the Ogre page of the About dialog, indicating which Ogre version is being targeted, regardless of the build version. This information is only displayed if the 'ogreVersion' element has been manually added in the OgreMaxGlobalSettings.xml file.
- Added 'Automatically Open OgreMax Material Viewer Window' setting to Global settings dialog.
- Added 'Texture Name Alias' to the OgreMax texture unit.
- Modified the creation of poses to ignore vertices with no offsets. This works for meshes with and without animated normals.
- Modified the configuration of LiSPSM shadows to work more reliably when 'use simple optimal adjust' is enabled.
- Modified the export of bones so that bones are first sorted by name in the skeleton. This helps to ensure that the same skeletons attached to different meshes are exported exactly the same.
- Modified the 'Use in OgreMax Viewports' object setting, changing it to 'Usable' and grouping it with the other 'OgreMax Viewports' setting.
- Modified output of texture coordinate transform settings to use a customized matrix instead of scale, rotation, and translation settings.
- Modified global mip map settings in the Ogre3D rendering, removing the 5 level cap.
- Modified manual LOD list to use object references instead of strings containing the object names.
- Modified the export of the standard 2D texture placement to use the 'repeat' parameters if 'coverage' is 1, to use 'offset' if 'translateFrame' is 0, and to use 'rotateUV' if 'rotateFrame' is 0.
Version 2.3.3 - July 21, 2010
- Added builds for Ogre 1.8.
- Added support for mesh animated normals for pose and morph animations. Only the Ogre 1.8 builds support this.
- Added 'Animated Normals' setting to the Meshes page of the scene settings dialog, and the Mesh page of the object settings dialog.
- Added 'Entity' page to object settings dialog, along with a 'Skeleton Animation Blending' setting.
- Added support for 'external source' settings in the OgreMax texture unit.
- Modified light diffuse color export to allow negative values. Previously, negative values were clamped to [0, 1].
- Removed builds for Ogre 1.6.
- Fixed a bug with the 'Check Mesh Instance' object setting not being copied when editing settings for multiple objects.
- Fixed a bug with bone scaling being computed relative to its parent.
- Fixed a bug with the default export file not being used when starting an external OgreMax viewer with 'Run With Last Exported File'.
- Fixed a bug with OgreMax material changes sometimes not being reflected in the real-time scene viewports.
Version 2.3.2 - June 21, 2010
- Added 'Check Mesh Instance' object setting, which allows individual meshes to be excluded from consideration when checking for mesh instances.
- Added 'Use Aggressive Focus Region' setting for uniform focused texture shadows.
- Added 'Light Direction Threshold' and 'Optimal Adjust Factor' settings for LISPSM texture shadows.
- Added settings for PSSM shadows.
- Added logic to allow bones that aren't used by a mesh to be exported as empty nodes.
- Added a workaround for Maya returning not-a-number (NaN) coordinates. This situation is very rare.
- Fixed a bug with alpha and shininess being swapped when exporting VRay materials.
- Fixed a bug objects in hidden layers not being ignored when the scene 'Ignore Hidden Objects' setting was enabled.
- Fixed a bug with particle systems not being exported as attached objects for bones.
- Fixed a bug with 'Inverse Destination Alpha' not being included in the list of OgreMax pass source and destination settings.
Version 2.3.1 - May 25, 2010
- Added logic to prevent plane tiling from being exported as 0.
- Added logic to prevent light range from being exported as 0.
- Added logic to OgreMax scene viewports to skip hidden objects if the 'Ignore Hidden Objects' scene settings is enabled. This is similar to how the exporter works.
- Modified the default light range, increasing it from 100 to 10000.
- Modified installer to change the application version's 'Install' text to 'Uninstall' when performing an uninstall.
- Modified OgreMax material initialization to rename bitmaps only during export.
- Modified object removal handler so that it does not change the program's selection set, causing it to slow down.
- Modified the OgreMax scene window to create plane objects for planes rather than treating them as general meshes. This makes the rendering more consistent with how it will look when the scene is loaded after being exported.
- Modified the limits on all controls dealing with world units, increasing the limit by a factor of 100.
- Modified skeleton export to skip transform objects that are the parent of joints. This prevents meshes from being skipped in some situations.
- Modified the tiling settings to be '1' by default rather than '0'.
- Modified the Submesh object type to be selectable regardless of the parent's object type.
- Removed the numerical limit on animation time settings.
- Fixed a bug with mesh merging that caused incorrect skeleton bindings for some meshes. This resulted in seemingly random polygons being rendered.
- Fixed a bug with the separate cubic texture file names requiring an Ogre resource path to be set even though such files are specified with a full path.
- Fixed a bug with an exception/crash occurring when setting a shadow caster or receiver material in the scene settings and then opening an OgreMax scene window.
- Fixed a bug with the mesh animation time scaling setting not being saved.
- Fixed a bug with the program sometimes crashing when opening a file with a floating OgreMax scene window open.
- Fixed a bug with object selection in the OgreMax viewports not selecting the object in the Maya viewports.
- Fixed a bug with objects not being removed from the OgreMax scene viewport when corresponding Maya objects are deleted.
Version 2.3 - April 30, 2010
- Added support for Maya 2011.
- Added scene setting to force meshes to be exported immediately, rather than collected in memory. This reduces the memory consumption of the exporter.
- Added scene camera near/far clip settings to the global settings dialog.
- Added documentation explaining in detail which material types and settings are exported.
- Updated Ogre 1.7.x release to use Ogre 1.7.1.
- Updated DirectX runtimes to February 2010.
- Modified the material and file name fixer functions to work more reliably when using non-Latin characters.
- Modified user data types to support both the 'default' and 'defaultValue' attributes to deal with an inconsistency in the documentation, which used both.
- Modified tangent/binormal data so that it is at the end of a vertex definition (and vertex data) when using the tangent/binormal semantic. This should resolve some issues with older hardware failing to work with some types of mesh data.
- Fixed a bug with material LOD distances being squared with the Ogre 1.7.x release.
Version 2.2.7 - February 25, 2010
- Made some internal changes that may have been causing instability with the 64-bit versions of OgreMax.
- Modified 'Ignore Hidden Objects' scene setting to be true by default.
- Removed language from the documentation that implied GLSL was supported for shader programs. GLSL is currently only supported in the 3DS Max version of the OgreMax Scene Exporter.
- Removed the 'Remove Bone Translations' settings.
Version 2.2.6 - February 16, 2010
- Fixed a bug with render texture settings not being exported.
Version 2.2.5 - February 5, 2010
- Added the OgreMax version to the exported scene file.
- Added 'Create OgreMax Scene Window for Selected Objects' item to the OgreMax menu.
- Updated the Ogre 1.6.x releases to use Ogre 1.6.5. This resolves some instability problems that existed in previous releases.
- Modified the mesh merge feature to use less memory. This allows meshes with lots of detailed submeshes to be merged.
- Modified the OgreMax 'Missing Input Files' checker to handle relative paths.
- Fixed a bug with the object progress counter counting too high when exporting the scene as a mesh.
- Fixed a bug with the log file messages sometimes being indented when they shouldn't be.
- Fixed a mistake in the documentation indicating that OgreMax supports a 'render to texture' feature build into the program. This only applies to the 3DS Max version.
Version 2.2.4 - February 1, 2010
- Modified the 'Check for Mesh Instances' scene setting to be false by default. This will resolve some performance problems people have had when exporting a large scene for the first time.
- Fixed a bug with the scene traversal sometimes using the wrong object, which prevented those objects from being exported as meshes.
- Fixed a bug with the skeleton creation sometimes referencing incorrect bones.
Version 2.2.3 - January 25, 2010
- Added 'Submesh Naming' settings to the Meshes page of the Scene Settings dialog.
- Added 'Always Create New Submeshes When Merging' setting to the Meshes page of the Scene Settings dialog.
- Added more precision to the light attenuation spinner controls.
- Added logic to enable/disable the 'Customize Submeshes' controls in the Object Settings dialog as necessary.
- Fixed a bug with LOD techniques not having any effect in OgreMax materials.
Version 2.2.2 - January 11, 2010
- Added support for VRay materials.
- Added more checks to ensure that degenerate meshes with no faces or vertices are skipped.
- Added more logic to determine whether a shader program should be listed, given the current render system capabilities.
- Added support in user data documents for configuring a 'visibility data item' that is used to hide/show other data items.
- Modified the export of bone initial transforms and keyframes to skip scales that are very close to identity. This makes the exported animations a little smaller.
- Modified the integer shader parameter manual value's limit to [-100000, 100000].
- Fixed a bug with default values not being used when specifying a user data class in one of the user data dialogs.
- Fixed a bug with the bone attachment's exported bone name using the object/node prefix scene setting.
Version 2.2.1 - December 18, 2009
- Added 'Additional Materials' setting to the Materials page of the Scene Settings dialog.
- Added 'Exported Parent' setting to the General page of the Object Settings dialog.
- Added animated root start time override settings to the Mesh Animation Settings dialog.
- Modified the external viewer launcher to include the scene up axis. This fixes a problem with z-up meshes being viewed incorrectly (when the scene is exported as a mesh).
- Modified the material exporter to use the material prefixing when determining file names for materials exported to separate files.
- Fixed a bug that caused some skeletons to deform meshes incorrectly in the OgreMax scene viewports.
- Fixed an issue with some shader program names causing the dynamic shader control logic to generate errors and prevent the shader controls from being created.
- Fixed a bug with materials chosen on the Materials page of the Scene Settings dialog not being saved correctly.
Version 2.2 - November 30, 2009
- There are now two versions of the OgreMax Scene Exporter. One, a free and slightly restricted version intended for non-commercial use. The other, a paid full version intended for commercial use.
- Added feature to export the scene as a mesh. This feature is accessed in the usual way: either by the application export dialog or the OgreMax export dialog.
- Added 'External Viewer' submenu to the OgreMax menu.
- Added a setting to the Global Settings dialog to indicate whether the external viewer should be launched after exporting.
- Removed the 'None' External Viewer setting from the Global Settings dialog. It is now the WinViewer by default.
- Modified the tolerance used for determining mesh instances. It's a little larger now and it's also used when checking mesh instance bounding volumes.
- Modified some of the 'Customize Submeshes' controls to improve usability. The submesh name label dims as necessary and the submesh/material combo box stretches to fill up the entire row.
- Modified the Refresh button of the 'Customize Submeshes' controls so that it only refreshes the texture coordinate sets.
- Modified the installer to remove the WinViewer's newly introduced settings file during uninstallation.
- Fixed a bug with submesh settings being discarded. This bug was introduced when the 'Include Parent Material' bug was fixed in a previous release.
- Fixed a bug with OgreMax material user data files always being created when exporting to a separate material file, even if there is no user data.
- Fixed a bug with submesh names being assigned to the wrong submeshes.
- Fixed a bug with 'Export Selected Objects' crashing when bones are selected.
- Fixed a bug with mesh merging. Poses merged with morphs were being assigned the wrong submesh indexes.
- Fixed a bug with mesh merging. In some situations a crash would occur when merging a mesh into another mesh that had poses.
- Fixed a bug with the manual LOD dialog that allowed you to select a previously selected object.
- Fixed a bug with 'Export Selected Objects' crashing.
Version 2.1.4 - November 15, 2009
- Added support for cylinders as bounding volumes for objects of the 'External' type.
- Added commands for accessing the OgreMax scene, object, and animation settings from script code. These are explained in the documentation under the 'Script Access' section.
- Added documentation for the commands that export the scene from script code.
- Added 'application' value to exported scene files. It identifies the application that exported the scene (3DSMax, Maya, XSI).
- Added logic for displaying a message in the event that there's an error initializing the graphics system.
- Modified the Mesh page of the scene and object settings dialogs so that the 'Fast Export' setting is now called 'Remove Duplicate Vertices'.
- Modified the 'Supported Light Type' controls on OgreMax Pass page of the material editor so that they are only displayed/enabled when they need to be.
- Modified the pass shininess limit to 255.
- Fixed bug with spotlight cone angles being exported incorrectly.
- Fixed bug with the iteration and light type of an OgreMax Pass being exported incorrectly.
Version 2.1.3 - October 26, 2009
- Added scene setting to disable mesh instance checking. This speeds up the export process for large scenes.
- Added functionality to the OgreMax scene viewports that allow the viewport camera's field of view to be modified with the mouse wheel.
- Added script access to the OgreMax scene exporter version.
- Removed support for pivot points since authoring them in the correct way is too restrictive and difficult.
- Modified the 'Generate Tangents' scene setting to be false by default. This should get rid of the problems many people have with Intel graphics chipsets.
- Modified the 'Always Export Skeleton' object setting to be true by default.
- Modified the 'Always Export Poses' object setting to be true by default.
- Modified the way the 'visibility' property is read so that an object is considered hidden if either it or its transform is not visible. Previously, just the object was checked.
- Fixed a bug with the billboard set type always being exported as 'point'.
- Fixed a bug with bounding radius becoming too large when merging meshes.
- Fixed a bug with the 'ignore all' and 'ignore some' radio buttons for the Mesh and Materials pages of the Scene Settings dialog causing the program to crash.
- Fixed a bug with the 'destination color' blending mode being exported correctly for material passes.
- Fixed a crashing bug that sometimes occurred when removing unnecessary bones for merged meshes with the 'Ignore Bones With No Influence' setting enabled.
- Fixed an issue with OgreMax object settings sometimes causing Maya to crash. Object settings are no longer stored with objects. Instead, they are stored in the scene settings.
- Fixed a bug with duplicate object names being allowed in some cases when a scene is exported.
- Fixed a bug with some object settings not being stored correctly moving from an older version of OgreMax to a newer version.
- Fixed a bug with the node animation sample interval not being retrieved correctly.
- Fixed a bug some shader auto-only parameter types causing Maya to crash.
- Fixed a bug with some shader controls appearing as static 'text'. These controls should have been empty.
Version 2.1.2 - September 24, 2009
- Added a mesh animation setting to the Object Settings dialog that allows all skeleton animations to be exported to a separate file.
- Added a mesh animation setting to the Object Settings dialog that allows all skeleton animations to be automatically linked to the mesh if they're being exported to a separate file.
- Modified the mesh animation settings that control whether the animation is exported to a separate file. They are now inherited from the corresponding object settings.
- Modified the layout of the Mesh Animations page of the Object Settings dialog.
- Fixed a bug with separate skeleton animations all containing the first exported skeleton animation for an object.
- Fixed a bug with mesh and node animations not being copied when multiple objects are selected and edited in the Object Settings dialog.
- Fixed a bug that caused the exporter to crash once in a while when exporting OgreMax materials with passes that referenced shader programs that are not compatible with the current render system.
- Fixed an issue with the progress dialog's status window not scrolling all the way to the bottom for newly logged messages.
- Fixed an issue with temporary dag poses not being deleted after export.
Version 2.1.1 - September 11, 2009
- Added submesh naming to the Mesh page of the Object Settings dialog.
- Added support for WASD/arrow controls in the OgreMax Scene viewports.
- Added mesh animation setting to export skeleton animations to separate files.
- Fixed problem with before/after export commands not showing programs that have user interfaces.
- Fixed bug with 'None' cull mode setting not being exported.
- Fixed bug that caused scaled mesh instances to not be detected as instances.
- Fixed a problem with some characters being removed from mesh and material names.
- Fixed a bug with material references not being correctly maintained.
Version 2.1 - August 28, 2009
- The source code is now available for licensing in the OgreMax store.
- Added support for Maya 2010.
- Added utility in OgreMax menu to show objects that have duplicate names.
- Modified pose export to ignore offsets that have no effect (all zeroes).
- Fixed the pose export so that the 'index' references the appropriate submesh.
- Fixed the download archive file. It had a '.rar' extension but was being encoded as a '.7z' file. The extension of all archives is now '.7z'
Version 2.0.6 - August 11, 2009
- Added the 'No Material Name' setting to the Materials page of the Scene Settings dialog.
- Added export setting to indicate whether light is on.
- Removed OgreMax viewport renderer.
- Modified the exporter to use the mesh name in the Object Settings dialog as the skeleton name, if the mesh name has been defined.
- Fixed a bug with manual LODs causing a crash in the OgreMax scene viewports. LODs are (and should have been) disabled in the viewports.
- Fixed a bug with mesh names not being checked for invalid characters.
- Fixed a bug with the 'Morph Whole Object' setting in the Mesh Animation settings dialog not be properly retrieved from user interface.
- Fixed a bug with the instanced geometry helper object not being exported.
- Fixed a bug that caused the user interface to sometimes lock up while an OgreMax scene window is open along with an OgreMax dialog.
Version 2.0.5 - August 2, 2009
- Fixed a bug with instance checking often causing a crash during export.
Version 2.0.4 - July 30, 2009
- Added support for rigid skins. Previously only smooth skins were supported.
- Added 'Remove Bones With No Influence' setting to the Mesh Animations page of the Object Settings dialog. When enabled, this setting results in bones that have no vertex influence being removed from the skeleton. Child bones of removed bones are parented to the removed bone's parent.
- Modified the scene 'Fast Export' setting, making it true by default.
- Fixed a bug that prevented spinner controls from being traversed with the tab key.
- Fixed a bug with the way mesh instances are detected.
- Fixed a bug with the mesh bounding radius being 2x too large.
- Fixed a bug with manual mesh radio button on the Mesh LOD page of the Object Settings dialog causing a crash.
Version 2.0.3 - July 21, 2009
- Added logic to detect whether to include skeletons for mergable submeshes. Previously, you had to manually select Always Export Skeletons for submeshes.
- Added the following OgreMax pass settings (corresponding to the Ogre settings): normalise_normals, transparent_sorting, iteration_depth_bias, alpha_to_coverage, light_scissor, light_clip_planes, illumination_stage, polygon_mode_overrideable.
- Modified 'Export Selected Objects' so that it exports all the valid selected hierarchies of objects, ignoring those that are disconnected from an ancestor that is also being exported. Previously, the top-most objects of selected objects (and all their children) were exported.
- Increased the number of texture units in an OgreMax pass to 16.
- Fixed a bug that occurred when merging two meshes with animations that shared the same skeleton. This bug had previously caused the exporter to crash.
Version 2.0.2 - July 14, 2009
- Added bitmap prefix to the Materials page of the Scene Settings dialog.
- Fixed a bug with all skies being removed from the OgreMax viewports when one is removed from the application.
- Fixed a bug with render texture names not including the material name prefix in material scripts but including them in the scene file. They are now always included.
- Fixed a bug with the 64-bit OgreMax viewers generating an exception when loading a scene. This bug was the result of two bugs in Ogre.
- Fixed a bug that resulted in mesh instances not being detected for meshes with multiple materials.
- Fixed a bug with shader parameters not being set correctly for the Ogre 1.7.0 build.
Version 2.0.1 - July 9, 2009
- Fixed a bug with mesh skeletons that caused meshes to be stretched to infinity.
- Fixed the documentation, replacing references to 'Skin', 'Physique', and 'Morpher' with constructs specific to Maya.
- Fixed a bug with the sample type not being set correctly into the user interface on the Node and Mesh Animations settings pages of the Object Settings dialog.
Version 2.0 - July 4, 2009
- Released to the world. The version number is chosen to match the 3DS Max version's number.