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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I posted it as a Code of the Day or some such. It’s right
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.
That should help a lot, thanks Nut.
You don’t know where I can get a class listing do you? I keep ending up
on this page:
but it doesn’t give functions and data, just a how to guide that I can
Nevermind, I wasn’t seeing all the tabs at the bottom.
It’s a clunky website, but what you want is listed under the data
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.