

I think someone else may already have code for custom property export for FBX, so I'm doing a git clone of the blender repository now to see what's been implemented. That panel will then use and simplify the interface to the FBX export plugin's support for custom FBX properties.Īlso, custom properties for use in FBX exports are going to have to be prefixed with "fbx_" because otherwise other custom properties that you don't want exported (like cycles_render_blabla, vs, etc things created by other plugins) will be exported in a format invalid for FBX and your FBX files will be useless. So I can't hardcode a type of KString for all custom properties in Blender's FBX export code.īut what I can do eventually is have the SEMT plugin create a "Space Engineers Properties" UI panel for objects. Well, it's a problem for me too because I have to ensure that any code I send the maintainer will be accepted, and that code will need to be useful for anyone exporting or importing FBX files for any purpose. That's a pretty good generic feature for the FBX exporter, so I just need to do some stuff like make it work on other object types (materials, etc) and add the code for the binary export (only works in ASCII output in that file I linked above), then submit a diff to the maintainer and it'll probably get included. That's OK for testing but its the wrong thing to do long term, so I'll just submit my code to whoever is maintaining the FBX plugin.)īasically what is does is this: Just create a "custom property" on an object using the generic blender Custom Properties panel with a name that starts with "fbx_" and it will get exported as a custom property for that object. The script in there (just run semt.py in the text editor as usual) modifies the FBX exporter plugin. Nobody is going to know what "Shape c3f6e5" is when c3f6e5 is some C pointer to something in a Havok DLL.) (I actually looked at the Havok scene output and it really is total crap from a file format perspective, so it has to be treated like an incomprehensible black box. Everything for Havok will have to go through some other application like XSI that can read a real file format and give it to Havok. It'll be totally impossible to create a havok scene exporter for Blender because the format is total crap. Some of the stuff in there looks like C pointer offsets written to XML. The Havok output looks like they just serialize internal Havok data structures and write them out. The thing that sucks is the Havok format because it doesn't seem to really even BE a format. I'll try out the transformation matrix that you're using.Īdding stuff to the fbx exporter is really easy because the fbx file format is simple, so it's just a matter of doing stuff like "for o in obj: fbxfile.write("Blablabla" + o.whatever".

What am I allowed to do here? (Perhaps I could mangle or decimate it so it would be useful for creating/testing the animations but not much use for anyone who wants to steal it for some other purpose.)
#Xsi modtools translation generator#
Can someone from Keen let me know?Ģ) I'd also like to create a template scene or generator script for creating custom gesture animations, but the natural way to do this would be to include the astronaut model which would, again, be redistributing it. But I don't know if this would be legal or not. Some legal questions I have about this though:ġ) I'd like to include stencil textures for standard things like the terminal keypad, cargo container doors, etc, to make it easier for people to create blocks that fit in with the style of the standard blocks. Blender is excellent for scripting and extending its UI.

So far it seems to be working out rather well. I could really use peoples' feedback on this. I'm working on Blender-based tools to make Space Engineers Modding easier and less time consuming.
