This is the plugin for exporting from Maya to OGRE mesh and skeleton formats.

1)Copy ogreExporter.mll to your maya plug-ins directory (I.E.: C:\Program Files\Alias\Maya7.0\bin\plug-ins)

2)Copy Ogre dlls (you can find them in the "dlls" directory of this zip) to your maya bin directory
(I.E.: C:\Program Files\Alias\Maya7.0\bin)

3)Copy ogreExporter.mel (from the "mel" directory of this zip) to your maya scripts directory 
(I.E.: C:\Documents and Settings\user\My Documents\maya\6.5\scripts)

4)If you already have a userSetup.mel in your scripts folder, then append the line 
	source ogreExporter.mel;
to the existing userSetup.mel.
If you don't have a userSetup.mel file in your scripts directory, then copy there the one you find in
the "scripts" directory of this zip.

5)Launch vcredist_x86.exe to install the latest visual studio 8 dlls


For any help or comments check the OGRE forum or e-mail fra.giordana@tiscali.it


The exporter can now be used safely via script, here's the syntax:

ogreExport 	generalOptions 

		["-mesh" meshFilename meshOptions]
			export mesh to .mesh binary file

		["-mat" matFilename matOptions]
			export materials to .material script file

		["-skel" skelFilename]
			export skeleton to .skeleton binary file
	
		["-skeletonAnims" skelAnimsOptions ["-skeletonClip" clipName clipOptions] ["-clip" ...] [...] ]
			export skeleton animations to the .skeleton file 
			[requires -skel]

		["-vertexAnims" vertexAnimOptions ["-vertexClip" clipName clipOptions] ["-clip" ...] [...] ]
			export vertex animations as morph animations to the .mesh file 
			[requires -mesh]

		["-blendShapes"] bsOptions
			export blend shapes as mesh poses to the .mesh file 
			[requires -mesh]

		["-BSAnims" ["-BSClip" clipName clipOptions] ["-clip" ...] [...] ]
			export blend shape animations as pose animations to the .mesh file 
			[requires -mesh]

		["-particles" particlesFilename]
			export particles to .particle file


generalOptions:
	"-sel" | "-all"		export whole scene or only selected objects
	"-world" | "-obj"	export in world or object coordinates
	"-lu " "pref | mm | cm | m | in | ft | yd"	select length unit for export
							("-lu pref" means to get unit from scene
								preferences)
	"-scale" s		scale the whole mesh by s

	
meshOptions:
	["-shared"]		export using shared geometry
	["-v"]			export vertex bone assignements
	["-n"]			export vertex normals
	["-c"]			export vertex colours
	["-t"]			export texture coordinates
	["-edges"]		generate mesh edge list
	["-tangents <semantic>"]	generate tangents (semantic can be TANGENT or TEXCOORD)
	["-tangentsplitmirrored"]	Split vertices where tangent space is mirrored
	["-tangentsplitrotated"]	Split vertices where tangent space is rotated more than 90 degrees
	["-tangentuseparity"]		Use 4-dimensional tangents where parity is stored in w (deals with mirrored tangent space)

matOptions:
	["-matPrefix" prefix]	add prefix to all exported materials names [optional]
	["-copyTex" outDir]	copy textures used in the exported materials to outDir [optional]
	["-lightOff"]		export materials with lighting off [optional]

skelAnimsOptions:
	"-skelBB"		include skeleton animations in bounding box calculation
	"-np" ( "curFrame" | "bindPose" | "frame" n )	specify neutral pose, can be current frame or bind pose or specified frame

bsOptions:
	["-bsBB"]		include blend shapes in bounding box calculation

vertexAnimOptions:
	["-vertBB"]		include vertex animations in bounding box calculation

clipOptions:
	"startEnd" s e ("frames" | "seconds") | "timeSlider"	specify clip range with start/end time or use time slider range

