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[Blender 2.8] Eksporteur - Asset Exporter (UE4, Unity, Godot, etc)

polycounter lvl 10
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Ubuska polycounter lvl 10


ONLY FOR BLENDER 2.8!


Hey guys. I recently released new Blender tool for gamedev folks called Eksporteur.

https://blendermarket.com/products/eksporteur Blendermarket

Gumroad

Cubebrush

Ekspørteur is a tool for game developers who need a way to manage assets and LODs in one scene and export them efficiently.

It keeps track and organize exports by grouping scene objects in Assets and their LODs.

You can export LODs one by one or all at once for each asset.


Changelog

Version 1.0.0

  • Initial release
  • Collections support
Version 1.0.1
  • Fixed bug with Asset remove button
  • Added Open Export Path button
  • Added Export Path File Dialog
  • Added Collection Add and Object Include buttons to LOD list item

Roadmap

Version 1.0.2
  • Individual object/LOD move to world origin option

Version 1.1

  • Other file formats support
  • Quick export panel popup

Installation

  • Put Eksportor folder inside Blender scripts folder (Blender\2.**\scripts\addons)
  • Enable addon by clicking on checkbox (you can find it under Import-Export category)

How to use

  • Locate Exporteur panel at Scene tab
  • Create new Asset
  • Set up LOD0 adding either Collection or object to it
  • Export LOD0 or Asset using appropriate Export buttton

Replies

  • Ubuska
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    Ubuska polycounter lvl 10
    Version 1.0.1 has been released.
    • Fixed bug with Asset remove button
    • Added Open Export Path button
    • Added Export Path File Dialog
    • Added Collection Add and Object Include buttons to LOD list item
  • armagon
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    armagon polycounter lvl 11
    Does this plugin support full game scenes? I use Blender 2.8 as my level design tool, as well as my lightmap baking tool. I export my levels in a single mesh, but with groups, so I can refer to them in my engine code in order to add game logic and culling. I use this in a FPS title, so levels tend to get big.

    A plugin like this would save me TONS of time. Right now exporting levels is a huge pain in the ass.

  • Ubuska
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    Ubuska polycounter lvl 10
    Yeah why not? This plugin uses standard fbx exporter, it's more of a convenient wrapper of the whole exporting process. So I guess you can use it, though it's more suited for asset creation. Can you describe what these groups exactly are? You export everything as a single fbx file right?
  • armagon
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    armagon polycounter lvl 11
    Since I do everything manually, the groups tend to be flexible. I have separate assets, linked to the scene, for a laptop, desk lamp, keyboard, table, etc, but I group them together with the table as "office_table".

    This is my current process in terms of baking: https://www.nothing-is-3d.com/article27/from-blender-to-babylonjs

  • rollin
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    rollin polycounter
    Hi @Ubuska
    wanted to let you know that you're current addon setup doesn't properly import its references

    This is the very first position where it fails:

    Traceback (most recent call last):
      File "L:\portableApps\_art\3d\blender\blender-2.80-windows64\2.80\scripts\modules\addon_utils.py", line 351, in enable
        mod = __import__(module_name)
      File "L:\portableApps\_art\3d\blender\blender-2.80-windows64\2.80\scripts\addons\Eksporteur\__init__.py", line 31, in <module>
        importlib.reload(sys.modules[currentModuleFullName])
      File "L:\portableApps\_art\3d\blender\blender-2.80-windows64\2.80\python\lib\importlib\__init__.py", line 169, in reload
        _bootstrap._exec(spec, module)
      File "L:\portableApps\_art\3d\blender\blender-2.80-windows64\2.80\scripts\addons\Eksporteur\assets\assets.py", line 3, in <module>
        import assets.generic_functions as g
    ModuleNotFoundError: No module named 'assets'


    Have you tested your addon with blender's intern python distribution? 
  • Ubuska
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    Ubuska polycounter lvl 10

    rollin said:
    Hi @Ubuska
    wanted to let you know that you're current addon setup doesn't properly import its references

    This is the very first position where it fails:

    Traceback (most recent call last):
      File "L:\portableApps\_art\3d\blender\blender-2.80-windows64\2.80\scripts\modules\addon_utils.py", line 351, in enable
        mod = __import__(module_name)
      File "L:\portableApps\_art\3d\blender\blender-2.80-windows64\2.80\scripts\addons\Eksporteur\__init__.py", line 31, in <module>
        importlib.reload(sys.modules[currentModuleFullName])
      File "L:\portableApps\_art\3d\blender\blender-2.80-windows64\2.80\python\lib\importlib\__init__.py", line 169, in reload
        _bootstrap._exec(spec, module)
      File "L:\portableApps\_art\3d\blender\blender-2.80-windows64\2.80\scripts\addons\Eksporteur\assets\assets.py", line 3, in <module>
        import assets.generic_functions as g
    ModuleNotFoundError: No module named 'assets'


    Have you tested your addon with blender's intern python distribution? 
    @rollin hey thanks for letting me know about this bug! I fixed it, you may download new version now. Should work now!

  • rollin
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    rollin polycounter
    sweet, will check it out
  • Ubuska
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    Ubuska polycounter lvl 10
    • Blendermarket (use this code to get 15% discount on blendermarket, valid until May 30: *spring-sale-21* )

    Version 1.1 has been released


    • Export path is now optional, it is now Blender scene saved location by default.
    • New mode: Empty is used instead of collections. That way it is possible to offset assets and place them on world origin during export.

    image

    • Curves export is now supported without conversion to mesh
    • Added support for linked collections.
    • Added Export modal panel (F7)
    image

    • LOD0 can now be named just as asset name (this option is called "Ignore postfix for LOD0")
    image
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