gregdavisd / daeblend Goto Github PK
View Code? Open in Web Editor NEWPlugin script to export Collada DAE files from Blender.
License: GNU General Public License v3.0
Plugin script to export Collada DAE files from Blender.
License: GNU General Public License v3.0
When exporting clips as strips if the first action ends on the same frame as the start of the next action then the beginning frame of the second strip will be corrupt. This is due to Blender muting the shared frames of both actions even though only one action is muted. The solution is to leave a gap between actions or put them on a different track.
The section always specifies 1m=1unit even if the scene has been setup with different unit system.
Not exporting or corrupt geometry.
The 'Active Layers' option sometimes refuses to export certain layers. Not sure what this feature should do as in Blender it's possible to have multiple 3d views with different layers activated so if a layer is visible in one view but not another then how to decide?
This low poly Blender3D model with a skeletal walking animation is completely broken when exporting to DAE with DAEBlend. However, it works perfectly fine in 'Better Collada' exporter:
You can see a MKV video of the resultant broken animation in the DAE file generated by your exporter here in my attached ZIP file, along with everything you need to repro this issue -- original example problematic .blend model used, PNG texture for said model, DAE output file:
We are experiencing this issue with Blender version 2.78c (but we expect it to be a problem with other versions as well).
What draws me to your exporter over Better Collada is that yours ostensibly supports multiple animations per file, whereas Better Collada does not.
Hope that helps, thanks!
With Blender version 2.79b getting this error.
https://developer.blender.org/rB1a7dda046b533a758e83391333d628cb10948cba
Hi
I really appreciate your exporter for the Collada 1.5 features. However, it doesn't seem to support hard normals (simple unit cube for example), whereas Better Collada Exporter does.
Could you help me fix that?
At li 455
normals = [v.normal.copy().freeze() for v in mesh.vertices.values()]
I'm guessing that its here that we should look at loops/edges/faces to identify hard/soft normals. I believe that if I just blindly change the way the normal array is built I'll break the relation with positions/vertices, I'm not really sure what the best approach would be.
Any ideas?
Thanks!
Does it include the Operator Presets panel?
Having any two objects with the same name in blender causes issues with the export. For example If an armature bone has the same name as a mesh object the exporter will produce an invalid animation for both objects and the duplicate id will appear in every animation track even if it is not animated by that clip. Solution for now is to give everything in a .blend file a unique name.
API changes mean the exporter doesn't work. Needs a bit of rewriting. Not sure if this is 'better' than the built in exporter. Only advantage is that the script can be customized by editing the python text. Whereas the builtin exporter requires coding in C++ and building a custom blender.exe.
Hi. We were trying to use this plugin to export dae but it seems it renamed all bones to "id-bone-". Is it intentional? is it possible to keep original bones names?
In Blender, every bone has a corresponding vGroups(VertexGroups). In editing, there may be more or less bones. If in VertexGroups list there is a bone name but there is no corresponding bone, an error would be generated by the plugin. But this is not really an error. It would be better if the plugin can determine whether there is a corresponding bone and skip the ones without the corresponding bones without generating an error message. Please see test file. Thank you.
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