Version 1.2.0 is out!! Documentation & Source * https://bitbucket.org/renderhjs/blender-addon-fbx-bundle Download 1.2.0* http://renderhjs.net/blender/fbx_bundle/FBX_Bundle_1.2.0.zip Pull Requests For this version I received 3 pull requests by members from this forum and outside. They are: * Set pivot at parent location by…
I just released my second Blender addon called 'FBX Bundle'. It splits selected objects into bundles and allow to export each as its own FBX file. That's the core functionality, everything else is just to support that workflow. Download & Documentation * https://bitbucket.org/renderhjs/blender-addon-fbx-bundle Features *…
FBX Bundle 1.5.0 is out! new website & download http://renderhjs.net/fbxbundle/ Changes * New modifiers system: Any of these active export modifiers are applied upon export * New platform system: Unity, Unreal, Collada, glTF * glTF support (requires official glTF addon) * New pivot mode: Empty plain axis object. * Include…
Super cool addon. This makes working with Unity a lot faster and much more fun. Thank you very, very much! :smiley: Do you think it would be possible to add an optional size multiplier for export, though?I'm working on rather small models frequently and Blender doesn't sem to be that good in handling small scales. So I…
Just tried the addon. Great stuff. Makes batch exporting of single objects a lot easier. I agree with @Nosslak on his first point. After some testing with objects with multiple children, I was unable to to set the pivot of the exported mesh to be aligned to the topmost parent object in the hierarchy. Also, there seems to…
Great script! I've been using it for a bit today and have a few suggestions: 1. Could we get an option to set the pivot of the exported mesh to be aligned to the topmost parent object in a hierarchy?2. When you select the parent or group bundling method could you automatically export everything linked to the selected…
recently i notice that export preset for unreal is wrong and unreal give warning about smoothing groups mesh_smooth_type should be set to FACE on export I fixed that in my repo, committed that to pull request: https://bitbucket.org/renderhjs/blender-addon-fbx-bundle/pull-requests/3/added-set-pivot-at-parent-location/diff
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.
This is looking very cool, one thing I added in my 3ds max exporter which I feel would be useful is the ability to define the origin of each group. I just used a point helper which had to follow a naming convention. If you work on tiling modules it can be very annoying if your pivot floats around each time you export. Just…
@Nosslak This has been implemented with version 1.2.0 thanks to idlero's pull request That's an interesting idea, its not currently support but I will look into a way to add it as an option ("include all parent children"). Personally I sometimes link or parent objects I don't wish to export e.g. boolean objects used in…