I have to say that this is a great find for me. This absolutely takes no setting up to get your model exported correctly. In fact all I did for my test mesh was create it in Blender, modify the normals, export it with no modifying, open up irrEdit 1.4alpha, import irrmesh, and then let Irrlicht create the texture over it. Here are the pics, and link to the exporter:
Before it's officially released my brother and I need to:
1. finish adding support for defining collision properties
2. finish testing "iwalktest" (similar to the CrystalSpace exporter)
3. finish testing "imeshcvt" (used for generating .irrbmesh's - binary .irrmesh)
4. misc. bug fixes.
5. finish the wiki documentation
@bitplane: thanks.
@Halifax: Yes, the "texture copy" functionality is little goofy right now especially when working with images/lightmaps that have been baked but not saved. I have a fix that I need to push. It should make more sense when it's documented.
At my current rate of development - the initial, official release should be in 3-4 weeks. After that I plan on learning and focusing on animation.
pc0de wrote:Now that I've been prematurely outed ...
I didn't want to mention it myself, I figured there was a reason why you hadn't said anything yet
Halifax wrote:
@bitplane: Do you know if an .irrskeleton is in the works for bone deformed meshes?
I doubt it, for the moment at least. SkinnedMesh doesn't separate the animations from the mesh data, so it wouldn't make much sense to do this in the file format at present. I'm pretty sure it's possible to do this by just using an empty skinned mesh (as one that just contains animations), and set the bone positions of a second ragdoll to play from this one. I suppose this functionality would be part of the exporter rather than the mesh format though.