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blender-super-batch-export's Introduction

Blender Super Batch Export

Allows you to export multiple objects in a blend file to separate files in one click. Supports: DAE, ABC, USD, SVG, PDF, OBJ, PLY, STL, FBX, glTF, X3D

It can be found in a few differnet places such as the Top Bar (by File, Edit, Render, Window, Help), the 3D Viewport Header (next to View, Select, Add...), or the 3D Viewport Side Bar Export Tab. You can set where to show it in the Addon Location setting under Edit > Preferences > Add-ons > Batch Export > Preferences.

Instructions:

Batch Export button: Press after everything is set up to export your meshes to seperate files.

Files:

Directory: Which folder to export all the files to, the default of // means to export to the same folder this blend file is in.

Prefix: Allows you add some text before the rest of the exported file name (which is the name of the object). For example putting "OldHouse_" here could get you names like "OldHouse_FrontDoor" and "OldHouse_Roof". Another example is for naming conventions, such as putting "sm_" before all static meshes in Unreal Engine.

Suffix: The same as prefix, but after the rest of the file name.

Export Settings:

Export settings are stored in each scene. You can create your own default settings by opening a new file, choosing the settings you want as default, and pressing File > Defaults > Save Startup File.

Format: Which file format to export to, supports: DAE, ABC, USD, PLY, STL, FBX, glTF, OBJ, X3D

Mode: Three different modes for deciding what goes in which file:

  • Objects: Export each object to a seperate file.
  • Objects by Parents: Export each object to a seperate file, except for child objects which will be put in the same file as their parents.
  • Collections: Export each collection to a seperate file.

Limit to: Limit either to all visible objects, or all selected objects.

Apply Modifiers: Should modifiers be applied to the exported meshes? Warning: Having this on prevents shape keys from exporting.

Formats also have format-specific options. ABC, DAE, USD, OBJ, FBX, glTF, and X3D can choose a preset (created in export options from the normal File > Export > File Format menus), which can be used to set more specific settings.

Object Types:

Choose which object types to export. WARNING: Blender doesn't support exporting all types to all formats, so if Blender's exporter for that format doesn't support an object type selected here, you may end up with empty files.

Transform:

Set Location: If on it will move the location each object to these coordinates, for example if all your objects are placed side by side, you can export them all centered out by using the coordinates (0, 0, 0).

Set Rotation: Set the rotation of each object on export. This can be used to reset their rotations, or if the exported models are rotated wrong when imported to another software such as a game engine, you can use this to cancel that out.

Set Scale: Set the scale of each object on export. Use this to reset everything's scale, or to export everything scaled up or down.

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blender-super-batch-export's Issues

Importing into Unreal

Hi I get these errors when importing a mesh to Unreal. Is there any resolution? It seems to add extra bones with _end. Thanks.

No smoothing group information was found in this FBX scene. Please make sure to enable the 'Export Smoothing Groups' option in the FBX Exporter plug-in before exporting the file. Even for tools that don't support smoothing groups, the FBX Exporter will generate appropriate smoothing data at export-time so that correct vertex normals can be inferred while importing.
The following bones are missing from the bind pose:
HairSide3.l_end
HairSide3.r_end
HairSideF.l_end
HairSideF.r_end

This can happen for bones that are not vert weighted. If they are not in the correct orientation after importing,
please set the "Use T0 as ref pose" option or add them to the bind pose and reimport the skeletal mesh.

Apply Modifiers before Setting the Transform

hey-a,
First of all, amazing addon! a lifesaver.
Secondly, it would be good to change the sequence of actions during the batch export. It looks like the addon first sets the location, and only after that, it applies the modifiers, which leads to unwanted results.
Personally, I experience this issue when the skin warp modifier is applied.

cheers

Export Selected Collections

love this tool and its convince.. but when you set your Mode to "Collections" and your limit to "Selected" it flashes "Nothing to Export"... wouldnt it make more sense for it to export all selected collections?
image

no longer working on Blender 3.6 lts - apple silicon

Errors as soon as I hit the export button.
MacOS Ventura 13.1
Blender 3.6 LTS

Python: Traceback (most recent call last):
File "/Users/kristofvandommele/Library/Application Support/Blender/3.6/scripts/addons/my_batch_export/init.py", line 264, in execute
self.export_selection(obj.name, context, base_dir)
File "/Users/kristofvandommele/Library/Application Support/Blender/3.6/scripts/addons/my_batch_export/init.py", line 400, in export_selection
bpy.ops.export_scene.gltf(**options)
File "/Applications/Blender.app/Contents/Resources/3.6/scripts/modules/bpy/ops.py", line 113, in call
ret = _op_call(self.idname_py(), None, kw)
TypeError: Converting py args to operator properties: : keyword "convert_lighting_mode" unrecognized

Exporting Mode: Objects by Parents issue

Hello,
I've been using your addon SuperBatch Export for a while now and it's been very useful, thank you for that. However, over the last few weeks I've been bumping into an error when exporting fbx's with children.
The error seems to start out of nothing, after working for several times.
The message I get is the following:
Python: Traceback (most recent call last):
File "(...)\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\Blender-Super-Batch-Export-main_init_.py", line 262, in execute
self.select_children_recursive(obj, context,)
File "(...)\AppData\Roaming\Blender Foundation\Blender\3.4\scripts\addons\Blender-Super-Batch-Export-main_init_.py", line 299, in select_children_recursive
c.select_set(True)
RuntimeError: Error: Object 'corrugated_beam.010' can't be selected because it is not in View Layer 'ViewLayer'!

A thing I noticed is that the child of the main object (roof_a) is not called "corrugated_beam.010", but actually "corrugated_beam.007"

Do you know what may be causing this issue? I've tried clearing the hierarchy multiple times, as well as fiddling with the view layers and renaming the assets, but without access.
Any help would be greatly appreciated :)

Cheers

PS: I'm using Blender 3.4.0

Origin of collections

Hi! Is it possible add to the addon feature that allow you to use EMPTY objects as Origin for all of the objects contain in every collection?

Error nothing to export Blender 4

Hi, I've been trying to use the addon with Blender 4 and it always gives this error, no matter the format to export. It says this

bpy.ops.object.select_all(action='SELECT')
bpy.context.space_data.params.filename = "PCF_Cueva_InuB_EXPORT_001.fbx"
bpy.data.window_managers["WinMan"].(null) = False
bpy.data.window_managers["WinMan"].(null) = {'EMPTY'}
bpy.data.window_managers["WinMan"].(null) = {'CAMERA'}
bpy.data.window_managers["WinMan"].(null) = {'EMPTY'}
bpy.data.window_managers["WinMan"].(null) = {'EMPTY', 'CAMERA'}
bpy.data.window_managers["WinMan"].(null) = {'EMPTY', 'CAMERA', 'LIGHT'}
bpy.data.window_managers["WinMan"].(null) = {'EMPTY', 'CAMERA', 'LIGHT', 'ARMATURE'}
bpy.data.window_managers["WinMan"].(null) = {'EMPTY', 'CAMERA', 'LIGHT', 'ARMATURE', 'MESH'}
bpy.data.window_managers["WinMan"].(null) = {'EMPTY', 'CAMERA', 'LIGHT', 'ARMATURE', 'MESH', 'OTHER'}
bpy.ops.outliner.item_activate(deselect_all=True)
bpy.ops.outliner.item_activate(extend_range=True, deselect_all=True)
bpy.ops.object.select_all(action='DESELECT')
NOTHING TO EXPORT

If I change to visible instead of selected, Blender crashes.

Any help? thanks in advance!!!

Feature request: export as .blend files

I'm building an asset set for use in Godot 4, which supports .blend files natively.

Right now I'm working with each asset in a separate .blend file, which makes it really hard to see if assets match up. Your plugin offers the kind of batch export functionality I'm looking for... except it can't export as .blend files.

Can you please add the option of exporting as .blend files?

Also, Godot supports flags to process the meshes when opening the .blend file. For example renaming a "chair" to "chair -col" creates a collision mesh automatically. Sometimes it's useful to have two copies of the same mesh in a .blend file overlapping one another. For example "chair" and a hidden simplified child object named "chair -colonly", so the latter mesh is used for collisions while the former is used for rendering.

It would be great to have the option of stripping all import flags from the file names (so you don't end up with "chair -col.blend"), but still keep these flags for individual object names inside the files.

Furthermore it would be nice to have an extra option in the "limit to" dropdown. In addition to "Visible", something like "Visible + hidden children" to export hidden collision mesh children.

These features would make this plugin an ideal Godot companion :)

Multiple undesired copies

I don't know if the addon was suposed to behave like this or If I'm using the wrong settings, but when I try to export my .FBX files a bunch of copies appear alongside the files, around 5 up to 29 of them. I'm cleaning the folder each time I retry the operation.

Feature request - Run custom script before export

Is it possible to include another button / setting in the panel to run a custom script on the exported objects?

E.G... "Run custom script" > [Set location of script] > script runs before exporting

This feature would be hugely beneficial for workflow and batch processing :)

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