Monday, December 2, 2013

Blender 2.57 Objective-C Export Script

A only some days in the past, the Blender Foundation deposit not worth it the at the outset announce candidate of Blender 2.5. This announce unexpectedly broke compatibility with on the whole existing 2.5 python scripts, counting my Objective-C heading Export Script.

Which was notable timing, since I desirable to service the script at present. I could've precisely finished back to an elder version of Blender, but categorical as a substitute to re-write the script to product. I precisely added to GitHub, the new-fangled 2.57 compatible version of the export script. This version is back to being an add-on so as to you can add through the User Preferences.

I've plus added a only some options so as to you can privileged whilst exporting (they're on the gone part of the funnel selection screen, underneath the volumes and recently visited locations). You can comprehend the new-fangled options in the following screen grab:
Screen shot 2011 04 05 at 2 32 44 PM

The at the outset option lets you indicate whether modifiers are functional beforehand exporting the mesh. If you uncheck this, the script will strip the modifiers beforehand exporting, otherwise, it will apply them to the mesh beforehand exporting.

The succeeding option will rotate the object 90° along the X axis, which converts the object from Blender's Z-up coordinate deep space to OpenGL's Y-up coordinate deep space. I've made this the default, but I possibly will prophesy situations anywhere frequent would care for to skip the conversion.

The final option will move the export the object using its humanity deep space coordinates more willingly than exporting it using object deep space coordinates. This option will, in support of instance, preserve qualified distance linking multiple objects exported from the same funnel into another headers. Or, to deposit it any more way, objects exported will normally allow service their coordinates as they relate to the object's origin, despite of anywhere the object is in the Blender location. If this is checked, the vertex coordinates will be exported qualified to the scene's origin.
NB: There was a problem with the triangulation code in the version posted earlier. If you're having problems, pull again from GitHub.

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