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

Sam Brubaker sam at worldsday.org
Fri Oct 10 16:37:00 CEST 2014


@Michael: Could that be achieved by adding an Operator Preset in the top
menu?

@Juan: Thank you for making this exporter! It looks terrific. If it truly
is more robust than the built-in exporter, Is there any reason that this
new one shouldn't supplant the built-in one? What remaining advantages
would the built--in exporter have over yours?

On Fri, Oct 10, 2014 at 7:45 AM, Juan Linietsky <reduzio at gmail.com> wrote:

> 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
>>>
>>>
>>> _______________________________________________
>>> Bf-gamedev mailing list
>>> Bf-gamedev at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-gamedev
>>>
>>>
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>
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