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Step-by-step: Building an office for PresenceAR

This instruction guides through the process of building a typical environment for OGRE in Softimage XSI

Building the geometry

OGRE has no special requirements for models besides that they should be modeled for real-time applications.
Whenever possible, the use of different materials should be limited, since models with same material can be merged together, which improves performance.

Assigning materials

Standard XSI materials are not exported into Ogre. Only realtime materials are considered. To simplify the material handling, we introduced a new "OgreMaterial.preset". The user picks a template material file, of which a copy is assigned to the exported geometry. By attaching normal realtime texture nodes, it is possible to change the textures (Fig. 1).

Uploaded Image: rendertree.jpg
(Fig. 1)

Organizing the scene

Originally, a whole scene is exported into one .mesh file. To build up a scenegraph in ogre, a scene has to seperated into smaller parts, accompaning a scene description file, which stores values for position, lights etc.
In XSI this seperation is achieved by creating a "model" for every entity in OGRE. (Fig.2) shows a typical scene.

Uploaded Image: explorer.jpg

Integrating Physics

To enable physical simulation, an Entity Property has to be added. The actual collision shape is specified by a collision property assign to one or several collision geometries (which will not be rendered) (Fig. 3)
Uploaded Image: property.jpg
(Fig. 3)

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