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

Michael Knubben michaelknubben at gmail.com
Fri Oct 10 07:44:19 CEST 2014


I've had resistance to this before, so we'll see were the goes, but: could
'export selected' please be a default? I work with a lot of highpoly data
that I bake to textures externally, and the amount of times I've
accidentally exported multiple meshes at 4 million tris is beyond counting!
This usually crashes blender, or at the very least takes a long time, and
my colleagues and I have long wished for a different default behaviour :)
On 10 Oct 2014 05:48, "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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>
>
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