OMSI Mesh (*.o3d
) exporter addon for Blender
and Blender LTS.
Edit
> Preferences
> Add-ons
> Install
.
Select the .zip
file you downloaded, then click Install Add-on
.GitHub's Download ZIP
button produces an archive that Blender will not install
correctly—the io_export_o3d
folder must be directly within addons
.
If you encounter a bug, please report the issue to the issue tracker. Enhancement suggestions also go to the issue tracker.
If the error message starts with Traceback
, go to Window
>
Toggle System Console
and copy the message (up until a blank line) into the
bug report.
If applicable, please include a .blend
file that can be used to reproduce the
issue and verify the fix.
The exporter can be found at File
> Export
> OMSI Mesh (.o3d)
. Like most
exporters, it exports the current selection—hidden objects and non-mesh objects
will be excluded.
Expanding the entry for the addon in the addons list will reveal not just the addon information, but also an addon preferences panel—this panel currently contains one preference:
By default the exporter acts like default Blender exporters—when first invoked the export filepath is initialised to that of the blend file, with subsequent exports remembering the previous filepath. With this preference enabled the stem is set to the active object's name each time the exporter is invoked—the rest of the filepath behaves as before.
Merge Materials
: Merges repeated material slots within and/or between objects. When merging
only between objects, the repeat index (think [matl]
) is considered, such
that multiple objects with repeated materials merge correctly.
Apply Transforms
: Choose which transforms affect the mesh (and the animation origin). Improved
from the Use Submesh Local Pos. as Global Pos.
X converter setting. Hold
Shift to toggle individual or select multiple options.
Animation Origin
: Includes the matrix for transforming the origin of an animation with
origin_from_mesh
.
Skin Weights
: Exports each object's vertex group weights as bone weights for smooth skin
mesh deformation. Only non-zero weights and groups with a non-zero number of
non-zero weights will be exported.
Blender's node-based materials are extremely powerful, which unfortunately leads to complexity that is not possible to transfer to OMSI's simplistic materials. As such, this exporter only supports a fairly strict node setup for exportable materials.
The core of the setup is a Material Output node connected to a Principled BSDF node. The parameters of the mesh materials are mapped to the shader node as such:
† Materials with textures are given an opaque white diffuse colour to avoid any undesired shading effects arising from Blender's default off-white Base Color.
‡ The exporter searches the texture filepath left-to-right for a folder named
texture
(case insensitive) and uses what comes after that folder. If it
doesn't find a texture
folder, it just uses the filename.
Blender and OMSI use different rendering systems, so the appearance of the material in Blender is not representative of the appearance in OMSI.
With the Skin Weights setting enabled, the exporter includes all vertex groups with a non-zero number of non-zero weights as bones, with the name of the group being used as the name of the bone. If you have a use-case for needing to exclude a group from export, please comment your use-case on this GitHub issue.
The exporter uses Material Slots, so you can have multiple objects using the same mesh but with different materials.
Once an image is loaded in Blender, you can edit the filepath and neither
Blender nor the exporter will resolve it—this means you can take a filepath like
vehicles\bus\texture\regen.tga
can be changed to
vehicles\bus\texture\..\..\MAN_SD202\texture\regen.tga
which will export as
..\..\MAN_SD202\texture\regen.tga
.
A UV Map node can be connected to the Image Texture node to specify a UV Map to
use. If a UV Map with the specified name is not found, the exporter falls back
to the one determined by the UV Map
advanced setting.
A Mapping node can be connected between the Image Texture and UV Map nodes to
deform the UV coordinates per-material rather than per-object as you can do with
the UV Warp modifier. Point
, Texture
and Vector
options for Type
are
supported, Normal
is not.
Color and Value nodes can be connected to the shader node's inputs instead of using the unconnected socket input controls. This is particularly useful in conjunction with:
I have used the word "connected" not "linked" when talking about connecting nodes—this is because I have rolled my own node tree processing code that supports Node Groups, which result in connections between nodes being formed from multiple links. Connections cannot stop at the boundary of a Node Group, they have to be connected to an interesting node on both ends. Reroute Nodes are not supported.
The exporter supports presets, which allow you to save your current settings for recall later. A quirk of presets is that they save all settings, including the file path.
SDK Compatibility
: The SDK tools have not been updated to understand the newer versions of mesh
file that OMSI 2 supports, so this setting is provided for exporting files the
Crossing Editor can understand. Meshes with more than 65535 vertices or
triangles will result in nothing being written.
UV Map
: In the case that there are multiple UV maps and the material does not specify
one by name, the X exporter uses the selected ("active") UV map, but this
setting allows for the use of the "active for render" UV map, which remains
consistent regardless of what editing has occurred recently.
Material Output Node Name
: In the case that there are multiple material output nodes, the exporter will
look for one to use that is named the same as this setting.
Material Output Node Render Target
: In the case that there are multiple material output nodes and there is not one
whose name matches the name setting, the exporter will instead use the active
material output node for the specified target render engine.
Exporting multiple mesh files from a single Blender file is a time-consuming heavily-manual process, so automating the process can easily be beneficial. Fortunately the Python API can also be used to automate Blender itself.
The typical way to do this is to programmatically perform the same actions that a human user would:
import bpy
from pathlib import Path
# deselect all objects
bpy.ops.object.select_all(action='DESELECT')
# select only the default cube
bpy.data.objects["Cube"].select_set(True)
# export the cube to the user's home folder with default settings
bpy.ops.export_scene.o3d(filepath=str(Path.home() / "example.o3d"))
Attempting to select an object that is not visible in the current view layer
will silently fail, while selecting an object that is not present in the current
scene will raise RuntimeError
.
The file path should be an absolute path—relative paths are relative to the
folder containing blender.exe
, not the folder where the blend file is saved,
and the startup scene does not have a save location.
While this approach should be fine for a file with a small number of mesh files
that have dissimilar settings, files with many similar objects (e.g. a bus with
scores of near-identical buttons) will get repetitive very quickly. For this
reason I have designed this addon such that you can directly import and use the
Exporter
class from the exporter
module:
import bpy
from pathlib import Path
from io_export_o3d.exporter import Exporter
# create an exporter with default settings
exporter = Exporter()
# list of one object - the default cube
objects = [bpy.data.objects["Cube"]]
# same location as before
path = Path.home() / "example.o3d"
# export the file
exporter.export(objects, path)
This will work as expected for the default startup file where the default cube
has no modifiers, but you will find that adding modifiers has no effect on the
export result. This is because bpy.data
provides access to the data inside the
blend file, which has only the undeformed source meshes. The runtime-evaluated
meshes with deforming modifiers applied are handled by the Dependency Graph or
Depsgraph:
import bpy
from pathlib import Path
from io_export_o3d.exporter import Exporter
# get depsgraph for the current view layer
depsgraph = bpy.context.view_layer.depsgraph
# create an exporter with default settings
exporter = Exporter()
# list of one object - the default cube, but with deforming modifiers applied
objects = [depsgraph.objects["Cube"]]
# same location as before
path = Path.home() / "example.o3d"
# export the file
exporter.export(objects, path)
For performance reasons the Depsgraph only evaluates the currently visible
objects (hence it is retrieved from the current view layer), which means that
attempting to retrieve objects that are not visible or present in the current
view layer will raise KeyError
.
Exporter
's arguments are optional keyword-only arguments to specify the export
settings, which default to the same values as the UI.
export()
must be called with an Iterable of objects, even when exporting only
a single object. The objects will be written to the file in the order they are
provided, so you need to be careful to get the order you want—the scene and
collection lists are not guaranteed to be in alphabetical order. The Exporter
class method sort_objects()
is provided to sort objects by name. The file path
is a pathlib
Path, not a string.
A few additional useful things:
# get folder containing the blend file
root = Path(bpy.data.filepath).parent
# switch scene
bpy.context.window.scene = bpy.data.scenes["Example"]
# switch view layer
bpy.context.window.view_layer = bpy.context.scene.view_layers["Example"]
If you're really into automating, you can run Blender from the command line:
blender --background example.blend --python script.py
Blender will open in the background (i.e. no UI), open example.blend
, run
script.py
, and exit.