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

Juan Linietsky reduzio at gmail.com
Fri Oct 10 13:45:06 CEST 2014


I've been trying to figure out how to keep export options saved inside the
blend file, but didn't have much success.


On Fri, Oct 10, 2014 at 2:44 AM, Michael Knubben <michaelknubben at gmail.com>
wrote:

> 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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