Hi, can anybody tell me how to export .mdl file using blender2.8? thanks very much…
How to export models using Blender 2.80
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The Blender exporter hasn’t been updated for 2.8 yet, so your best option is to export to FBX or Collada, and use the asset importer to convert.
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See also:
Despite the change from layers to collections, objects - in a 2.80 file - can still be linked to files creates in earlier versions.
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Just stay on 2.7 if developing for Urho3D
Edit: And yes I know I didn’t answer the question.
Edit2: Btw, I’m actually working on the exporter and try to add some features (not 2.8 yet. No priority to me)
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ok,thank you for your advice.
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The only problem is that once you start getting used to Blender 2.8, going back to 2.7 is like going back to a horse and carriage after getting used to driving a car
.
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The Urho3D exporter add-on for Blender 2.80 is available from a dedicated branch in its main repository:
If it doesn’t load correctly read this comment by @dertom .
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step 1: export from blender to fbx (using blender)
step 2: import model file from fbx (using AssetImporter)
animations are handled separately usually, but the skinned model, we do this in two steps and avoid all version conflicts
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I think the latest Blender 2.8 build broke the exporter again
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Just as well I don’t use it
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@Leith
Yes, you are
import
ant.
Seems like it did, I had a quick look (without fixing the problem) and mentioned it in the GitHub issue.
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It’s good that we have more than one pathway in our asset pipeline, when things go wrong there is still another way
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Well it’s not like all other versions of the involved software splatted , nor does the Blender Foundation force the very latest version on its users. The add-on still works with the earlier 2.80 Beta and 2.79b versions of Blender. Indeed fallbacks are good to have.
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I use it all the time, and for me going through any alternative option (especially fbx->assimp) is just too time consuming.
Really looking forward to it working again
.
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I accept that focused solutions are easier and work well in any production workflow, and I am sorry that Erwin broke our plugin (which I don’t use) but let’s look into what changed, why it broke, and I can even act as an intermediate to talk to Erwin about future game breaking changes.
Erwin tends to use an interface-based approach to his code design, and the interface tends not to change over time, he’s one of the best coders and design engineers I have known. If he changed something, and it broke stuff, I think we can expect that not to happen often at all.
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Just for info. I uploaded my current blender 2.8-exporter a bit diverged from the main-repo: