Looking for a Blender export tutorial

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fireside 141 Jun 11, 2013 at 18:38

I remember a while back, someone had a tutorial for doing a Blender export script. It seems like it was theNut. Anyway, I went through the articles here, and on theNut’s site, but can’t find it. I can do a search and see what’s around but thought I would look at that article if I can find it.

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TheNut 179 Jun 12, 2013 at 06:26

I posted it as a Code of the Day or some such. It’s right there at the bottom of the main forum list. As you can see, not many people have been contributing code :)

I’ve made quite a few changes to that script since I wrote that post. Blender went and changed the way they handle polygons some versions ago. I uploaded the latest version to my site, so you should be good to go. You can download it here. And although I built it for Blender 2.63, it works fine even on 2.67. As long as Blender doesn’t go and change their core structures again, it should be fine for a while.

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fireside 141 Jun 12, 2013 at 09:23

That should help a lot, thanks Nut.

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fireside 141 Jun 12, 2013 at 21:12

You don’t know where I can get a class listing do you? I keep ending up on this page:
http://www.blender.org/documentation/blender_python_api_2_67_1/

but it doesn’t give functions and data, just a how to guide that I can see anyway.

Nevermind, I wasn’t seeing all the tabs at the bottom.

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TheNut 179 Jun 13, 2013 at 06:28

It’s a clunky website, but what you want is listed under the data structs located here. If you are familiar with Collada, Blender organizes its data in a similar fashion. The root tree has arrays of stuff (the main library), and then you just work your way inwards. One thing to note is that “objects” are entities in the world that reference something real, like a mesh or a lamp. However, in Blender if you SHIFT-D to make a copy of an object, you are also making a copy of the mesh (or lamp or whatever). Obviously that’s not very efficient. You only really need one copy of a mesh, so make sure to use ALT-D instead. This will create a new object, but reference the mesh instead, which will be much more efficient for you to parse and work with.