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1.0 Launch!
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Fixed having to be in Object mode and updated Docs.
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mdbridges1 committed May 23, 2020
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23 changes: 19 additions & 4 deletions PATCH_NOTES.MD
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# Patch Notes

## Version 1.0
+ Release Ready.
+ Fixed having to be in object mode for the add on to function.
+ Ready to wider scrunity.

## Known Issues:
None currently.

## Version 0.94
+ Dedicated buttons added for each export type

+ GLB
+ OBJ
+ FBX
+ FBX for Unity

## Version 0.93
+ Dedicated FBX Unity files now exported automagically.
+ Adjusted FBX eport settings to remove smoothing group warnings when importing into Unreal.
Expand All @@ -9,14 +25,13 @@
+ Unity 2019.3.13f1
+ Unreal 4.25

## Known Issues:
User gets 4 folders with 4 file types -add option to only export the types needed.

## Version 0.92
Added code to locate objects to world origin, Export, and put back to original location.

## Version 0.91
Code working and complete

### Fixed Issues:
+ ~~Rotation issue with FBX Export in Unity - didicated Unity FBX export might be necessary~~
+ ~~Rotation issue with FBX Export in Unity - didicated Unity FBX export might be necessary~~
+ ~~User gets 4 folders with 4 file types -add option to only export the types needed.~~
+ ~~Script fails if user isn't in Object Mode~~
37 changes: 37 additions & 0 deletions README.md
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# Export Helper

This add-on is designed to quickly export every object in your blend file to one of 4 formats:
+ GLB (glTF 2.0 binary)
+ OBJ
+ FBX
+ FBX for Unity

I developed it as part of creating a series of modular game assets and quickly realised it would be quicker to write a little script to export it than do the work manually. It has grown since then, becoming an add-on with multiple export options.

If you have any feedback, either on its functionaly or codebase please let me know :D

and if you want to see additional functionality or have a request for a different type of add on let me know as well.

Mikey

## Installation
1. Download .zip file
1. Open Blender
1. Edit>Preferences Select the add-on tab
1. Click Install
1. Navigate to your download folder and select Export_Helper_1.0.zip
1. Put a tick in the Export_Helper add on to enable it.

## Using The Export Helper

I recommend that you create a new scene containing specifically for what you want to export from your blend file.

1. With the 3D viewport open up the side bar ( N Key )
1. Click oin the "Export Helper" Tab
1. Select which file type you wna to export
1. In the same folder your .blend file is a new folder will be created with all of the objects in the scene exported and ready for use externally.

**WARNINGS**
+ *There is no checking for existing files, any thing with the same name will be overwritten.*

+ *Unity Export - The export process will current apply scale and rotation transforms and will make Object_Data unique for all meshes in the scene*


## Attribution 4.0 International (CC BY 4.0)
This is a human-readable summary of (and not a substitute for) the license.
## You are free to:
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Binary file modified __pycache__/export_helper_op.cpython-37.pyc
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12 changes: 8 additions & 4 deletions export_helper_op.py
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Expand Up @@ -13,7 +13,8 @@ def execute(self, context):
glb_dir = '.\GLB'
blend_file_path = bpy.data.filepath
directory = os.path.dirname(blend_file_path)


bpy.ops.object.mode_set(mode = 'OBJECT')
bpy.ops.object.select_all(action='DESELECT')

if os.path.isdir(directory + glb_dir) == False:
Expand Down Expand Up @@ -85,7 +86,8 @@ def execute(self, context):
obj_dir = '.\OBJ'
blend_file_path = bpy.data.filepath
directory = os.path.dirname(blend_file_path)


bpy.ops.object.mode_set(mode = 'OBJECT')
bpy.ops.object.select_all(action='DESELECT')

if os.path.isdir(directory + obj_dir) == False:
Expand Down Expand Up @@ -152,7 +154,8 @@ def execute(self, context):

blend_file_path = bpy.data.filepath
directory = os.path.dirname(blend_file_path)


bpy.ops.object.mode_set(mode = 'OBJECT')
bpy.ops.object.select_all(action='DESELECT')

if os.path.isdir(directory + fbx_dir) == False:
Expand Down Expand Up @@ -223,7 +226,8 @@ def execute(self, context):

blend_file_path = bpy.data.filepath
directory = os.path.dirname(blend_file_path)


bpy.ops.object.mode_set(mode = 'OBJECT')
bpy.ops.object.select_all(action='DESELECT')

if os.path.isdir(directory + unity_dir) == False:
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