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blender export script

Started by January 17, 2010 04:06 AM
1 comment, last by Wilhelm van Huyssteen 14 years, 11 months ago
Hey. up till now i exported all my models from blender using the build in .X export script and i used my own conversion application to convert that to my engines native format. Im now trying to write my own export script but im getting stuck at various places and im strugling to find decent documentation. I have allready worked through the basic tutorial at blender wiki and from that i managed to create a basic script that exports vertices, faces and normals to my own format although for some reason the result i get from my own script has ALOT less detail in it compared to what i get from first exporting to .X format and then converting it. I also have no idea what im supposed to do with materials, texture coords etc. etc. etc. Any pointers appreciated. Thnx!
Hi,

I just want to share my experiences with writing my own export scripts. From my experiences it is really a bad idea, because you are bound to one tool, even to one version of this tool. Almost with each update you have to change your export script, debug it and most often got not really good documentation.

Your first approach, use a given format and convert it to your own engine native format is the right way to go (IMHO). You are able to switch your tools and other people will provide you with up-to-date export scripts.

If you got the problem, that i.e. .X files doesn't support some features you really need, lets say bone animation data(I don't know the .X format, so sorry if it contains bone animation data), best switch to a widely used format which covers almost everything (take a look at collada or fbx).

If this is not enough, then write a small script which exports only the missing data. I use blender as modelling tool, export to fbx, convert it to collada and than to my own format. Additional I have written a small blender-export script which exports some meta data, that's all :)

What ever you do, good luck :)
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Thnx!

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