I just had a go, seems really nice but missing a way to include an armature in the export, resulting in unity importing "mesh renderer" instead of "skinned mesh renderer" Also would be handy for me to have a button to export all objects in current scene instead of having to select them.
Everything seems to work as expected when you have a mesh with either an empty or another mesh as the parent. However when you only have a single mesh without any parents or children, the script throws up an error, it would probably be pertinent to just use the name and pivot of the lone selected object instead. Other…
Good idea, didn't think of that before. Perhaps a modifier for materials in general, e.g. remove all materials when exporting or override them like you suggested. With 2.8 around the corner it would be nice to also implement sorting or converting to collections, e.g. bundle objects by collection. And with 2.8 the GlTF…
Thanks for the input - that actually sparked an idea. The way I implemented this is via a Offset Transform modifier. You assign a source object (e.g. Plain axis Empty) and any location, rotation and scale offsets are applied to each bundle upon export. This way you can actually offset rotations, apply scales etc.…
@kio said: Will brain storm about the idea, ideally a mechanic that makes naturally sense as opposed to a hardcoded name identifier etc. Thanks for the input. @Idlero I have been installing Unreal Engine again to experiment with export, scale and rotation settings. Once I have confirmed myself how Unreal engine treats FBX…