The oFusion is a true next-generation WYSWYG toolset for developing game content for the next generation of Ogre (link) powered games, created to surpass the ever increasing demands of artists, with more efficient tools and pipelines, to maximize the production time and to meet today's expected schedules.
It includes the tools that you need to create and preview high quality content to be used with the Ogre Engine, letting you to freely use your current working environment, thus not forcing to use external applications that halt the work pipeline.
oFusion Viewport
The oFusion Viewport is a fully "What you See Is What You Get" environment, the user has precise control over the whole content creation process, completely removing the time spent in previewing the produced assets in external tools, and avoiding the disparity of results commonly present in conventional pipelines.
This high-end capability opens a whole new dimension for artists and content creators, improving the communication process with technical team members and producers. Potential issues can be identified earlier in the process, improvements can be made faster based on the visual feedback, and true consistency can be achieved.
The quality of the results can be greatly increased as the artist have all the ogre engine features at their disposal with instant feedback in real-time.
Objects, lights, cameras, skinned/weighted animations, object animations, materials, gpu shaders, all are supported in real-time by the ogre viewport. Mesh modifications are supported in real-time if the Auto update Mesh setting is active.
The material system supports creating and editing materials to be used in the ogre engine from a range of max materials or from the new included, full featured material type, the Ogre Material.
Max Materials
Currently supported are:
Standard material Blend material Multi/Sub-Object material Shell Material Bitmap Texturemap
The shader system provides support for creating, editing and modifying gpu shader programs, and setting shader parameters with real-time preview in the oFusion viewport.
The content exporter is a core part of oFusion, it is the manager that handles all specialized modules, the dedicated compilers and the specialized file serializers.
The content exported from max is saved in different files ready to be used by the Ogre Engine and the oFusion scene loader library.
Unique or original geometric objects Scene used Materials Scenes and its contents Scenes exported to the X Scene Manager Gpu Program definitions Gpu Program code Skeletal hierarchy and its animations
The oScene loader is a library ready to use in your applications to load and setup exported osm scenes files.
Its a full featured solution that releases the user from the tedious task of manually loading and configuring scenes and the media that composes them.
Scene files are loaded in your application with a few methods, and the oScene loader engine will take care of the rest, creating and configuring the scene exactly as exported and previewed in the oFusion viewport.
The library is provided in source code form to easily integrate in your project or customize to your needs.