Open sdfgeoff opened 6 years ago
@ world origin recenter each "parental node" to the world origin on export
@ naming exportname_"parentalnode name".escn (so eg. "mytileset_wall.escn")
@ shared data export material als .tres and mark material as exported (simple dictionary/array), skip exporting material again if a material with the same name exists already.
Sounds too straight forward, so I surely missed something.
With Blender 2.8 stuff could get arranged in "collections". Might be a good starting point too (export collections as "scenes").
With Blender 2.8 stuff could get arranged in "collections". Might be a good starting point too (export collections as "scenes").
I'd like to have both options. So I can either export all selected Objects as their own scene or I can export the collections.
Sounds too straight forward, so I surely missed something.
I don't think you missed anything significant.
I think I will have a look at the implementation and do a pull-request if successful.
I started the implementation: https://github.com/ModProg/godot-blender-exporter/tree/Export-by-Object Exporting by collection works.
I have made a pull request #347
For things like tilemaps, it is useful to export multiple scenes from a single blend source file. It would be nice to support this.
One way to implement this is that each parenting-hierarchy is exported as a different scene file
However, there are a couple issues that need to be worked through:
Also to consider is that this makes integration with some build-systems hard, as you cannot know the output files, or how many of them there are until the export is completed. (For example, tup could not deal with this).