[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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