[Bf-committers] Annoucement: Better Collada Exporter for Blender!

Daniel Salazar - patazstudio.com zanqdo at gmail.com
Sun Oct 12 09:49:15 CEST 2014


Sounds fantastic, why don't you put it in https://developer.blender.org/

Thank you for sharing!
Daniel Salazar
patazstudio.com


On Fri, Oct 10, 2014 at 6:12 AM, Juan Linietsky <reduzio at gmail.com> wrote:
> Godot site is still under construction, but I've decided to publish my
> Collada exporter by myself, given the lack of will to include it in Blender.
>
> This plugin is very battle-tested, and files written by it can be read by
> most DCCs and engines.
> It's the most efficient, complete, mature, and featured Collada exporter
> ever written for Blender.
> It supports almost every Collada feature and several more than the built-in
> one. Best of all, it's only 1400 lines of python code. No dependencies.
>
> Feature list:
>
>
>    - Export all supported nodes in the format:
>       - Meshes
>       - Lights (Omni, Directional, Spot and Ambient)
>       - Cameras
>       - Spline Curves (paths)
>       - Armatures (mesh objects must be children of them).
>       - Empty Objects
>    - Bones with proper rest information.
>    - Shape Keys
>    - Combined Shape Keys + Armature deform.
>    - Materials and Textures
>    - Automatic handling of texture paths (conversion to relative).
>    - Optional copying of textures on export.
>    - Standard Extensions for double-sided geometry.
>    - Standard Extensions for  normal maps.
>    - Geometry Optimization (creation of indices and triangulation).
>    - Export Masks (By Selection, Layer or Object Type).
>    - Full animation support for objects, bones and shape keys.
>    - Support for exporting all clips in the scene, including shape keys via
>    set-driven keys.
>    - Baking of curves and constraints during animation export.
>
> Screenshots:
>
> [image: bc1]
>
> [image: bc2]
>
> Home:
>
> http://www.godotengine.org/wp/better-collada-exporter/
>
> Cheers!
>
> Juan
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