[Bf-gamedev] Annoucement: Better Collada Exporter for Blender!
Tom Edwards
contact at steamreview.org
Sat Oct 11 17:40:15 CEST 2014
Hi Juan, great work! There are a few options for choosing between
selected export and scene export:
* Store the setting in the scene datablock. This isn't too far off
per-blend. :-)
* Replace your export button with a submenu. This is what my addon
does. This has two extra benefits:
o The user can easily bind submenu options to a key through the UI.
o For key bindings that don't specify a menu option, showing the
submenu also acts as a handy "confirm export" prompt. Blender
remembers the last-selected option so it's no effort for users.
* Read/write your own preferences file! Your addon is already in a
subfolder so this should be no problem.
BTW I've encountered an error when exporting, seemingly due to my data
being stored on a different drive (F:) from Blender (C:). Console
output: http://pastebin.com/xKzx7MAh
On 10/10/2014 12:45 PM, Juan Linietsky 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 <mailto: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
> <mailto: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:
> o Meshes
> o Lights (Omni, Directional, Spot and Ambient)
> o Cameras
> o Spline Curves (paths)
> o Armatures (mesh objects must be children of them).
> o 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:
>
> bc1
>
> bc2
>
> Home:
>
> http://www.godotengine.org/wp/better-collada-exporter/
>
> Cheers!
>
> Juan
>
>
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