Step-by-step: Building an office for PresenceARThis instruction guides through the process of building a typical environment for OGRE in Softimage XSI
Building the geometryOGRE 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 materialsStandard 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).
Organizing the sceneOriginally, 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.
Integrating PhysicsTo 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)
Link to this Page