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

Juan Linietsky reduzio at gmail.com
Fri Oct 10 19:59:53 CEST 2014


I don't think the current exporter has any advantage at this point, quite
the contrary.
Blender devs are not interested on it though (seems proper export to game
engines using open formats is always low priority), so I'll just maintain
this on my own.

On Fri, Oct 10, 2014 at 11:37 AM, Sam Brubaker <sam at worldsday.org> wrote:

> @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
>>>>
>>>>
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>>
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