Blender's imports-exports

General discussion about the development of the open source Blender

Moderators: jesterKing, stiv

What programms do you want Blender to work with?

3d studio
16
16%
Maya
6
6%
Bryce
1
1%
Lightwave
9
9%
All
33
34%
Other
32
33%
 
Total votes: 97

theeth
Posts: 500
Joined: Wed Oct 16, 2002 5:47 am
Location: Montreal
Contact:

Post by theeth »

Jamesk wrote:Now that you mention it, I recall some post from eeshlo concerning that. It unloaded all the Blender internals to a python-file or something like that?
I think it makes the structures in the blend available through a C-Python module.

He made a post some time ago about this in the Python forum on Elysiun, you'd probably find more info there.

Martin
Life is what happens to you when you're busy making other plans.
- John Lennon

angelo
Posts: 5
Joined: Wed Oct 16, 2002 3:15 pm
Location: Normandy in France
Contact:

Post by angelo »

ox wrote:I would like to see blender handle terragen files also
So am I .
In the future terragen wil be ported on Linux , it's a good news .

lokmer
Posts: 12
Joined: Mon Oct 28, 2002 3:12 am

Post by lokmer »

Qcad is a pretty decent Open Source AutoCAD clone. There are actually quite a few others - CAD programs have always been open source for the most part. There are a few that are proprietary, but many more that are open.

I've had a lot of luck with Qcad.
-Lokmer

jazzroy
Posts: 10
Joined: Thu Oct 17, 2002 9:39 am

Post by jazzroy »

Look for IntelliCAD, it's a CAD consortium which gathers a lot of little software houses using the same source to make slightly different CAD versions. It's 2D and 3D and almost identical in its main features to AutoCAD. There are also some freeware versions, for example ITC one.

BTW, I think that an import/export 3DS function in Blender is a must, 3DS has become a cross-format standard for many applications and has a good amuont of info: geometry, texturing, uv mapping, lights, cameras, frames

thornae
Posts: 44
Joined: Mon Nov 04, 2002 11:53 am

What about NeverWinter Nights?

Post by thornae »

Given it's popularity, and how actively it's aimed at new content creation, I suspect that if Blender had the ability to import/export the NWN model format, there'd be a large number of happy modellers.
For that matter, why not look at incorporating the formats of a number of the more popular games, a la Milkshape?
...because I can!

pato
Posts: 18
Joined: Wed Oct 16, 2002 5:50 pm

Re: What about NeverWinter Nights?

Post by pato »

thornae wrote:Given it's popularity, and how actively it's aimed at new content creation, I suspect that if Blender had the ability to import/export the NWN model format, there'd be a large number of happy modellers.
For that matter, why not look at incorporating the formats of a number of the more popular games, a la Milkshape?
This would certainly be a good bandaid until Blender natively exports the various file formats that people want. For $20 (the cost of Milkshape) you could export to virtually any 3d file format you can think of. Considering that Milkshape's file format is pretty well documented it should make writing this export a fairly straightforward exercise.

-Pato

FlamePixel
Posts: 0
Joined: Sun Feb 23, 2003 1:16 am

Post by FlamePixel »

theeth wrote:Eeshlo made one already, even before the opening of the source. It's used in his LightFlow export script and can export just about anything.
Where can I find this?

FlamePixel
Posts: 0
Joined: Sun Feb 23, 2003 1:16 am

Post by FlamePixel »

theeth wrote:Eeshlo made one already, even before the opening of the source. It's used in his LightFlow export script and can export just about anything.
Where can I find this?

eeshlo
Posts: 73
Joined: Wed Nov 06, 2002 10:02 pm

Post by eeshlo »

It is NOT a C implementation, it is just a python module, which makes it probably quite useless to most of you. It converts almost all blendfile data to linked python classes.

In any case, you can get it here:
http://mysite.iptic.com/eeshlo/BF2PY.zip

the link will probably be gone by march.

For a bit more info on this, see this post here:
http://www.blender.org/modules.php?op=m ... opic&t=496

I also have now a more or less completed C++ version of this, but I 'm not too happy with it yet.

Recall
Posts: 0
Joined: Fri Feb 21, 2003 5:57 pm
Location: The Netherlands...
Contact:

Post by Recall »

Maybe Blender could be more compatible with other 3D editors, like the Unreal or Quake editors or some others...

Well maybe a good Idea for someone who is working on a new kind of Blender? cause Blender is opensource you know... :idea:


:wink: :arrow: :!:

thorax
Posts: 320
Joined: Sun Oct 27, 2002 6:45 am
Contact:

+ pretransform presets.. + python based file import/export

Post by thorax »

I've noticed some programs will load in a file format but with
the wrong orientation, for instance one program may use left-hand
coordinates while another uses right-hand coordinates, or
one might use Z,Y,X instead of X,Y,Z.. This is a semantic problem not a problem with the file format, its dependent on the preference of
coordinates in the space of the program that loads and saves the files.
So for instance if you save out a DXF file and load it into
AMAPI (I tried this the other day as I was hoping to use AMAPI 3D,
offered for free in a magazine as a object conversion conduit and
possible alternative modeller, its not that great, anyhow
the blender models come into AMAPI upside down)..
I've had this problem before and am sure others will have it
despite the target format they select as say Blender may use a different
corrdinate orientation as say Lightwave or 3DsMax or Maya, etc..

So why not offer a choice of pre-multiplying all the data upon
saving out into a transform matrix which automatically repositions the
model, flips it, scales it, rotates it, etc or alternates the coordinate
orientation (Z,Y,X) -> (X,Y,Z)..

I know someone could do this in a script.. Well..

It also should be possible to write a python script that takes all
output from the file save and formats it to some specific file format,
then we will have python plugins that can be used ot changed to
support a whole variety of formats, and make it so that these
can be stored in a default blend file so that when new import/export
scripts become available, they can be shared and used transparently..

Skelet
Posts: 63
Joined: Sat Nov 09, 2002 4:07 pm

Post by Skelet »

I think you shoud make a build-in export for all programs that you are suggesting in a vote, after that, just add other's just like plug-in or something.
About import... Except a most popular 3d formats I think you shoud include a .bvh file support, or some other motion capture files. Game makers will be very happy, I guess.
The Skelet

pat
Posts: 21
Joined: Mon Nov 18, 2002 3:51 pm
Location: germany

blend to ut2003ed

Post by pat »

André wrote:id like to export meshs to ut2003ed... is there a plugin? or a blend2ase (dont forget uv maps :D ) script?
i wrote an export script, "blend2unreal.py" give me your email and i'll send it to you. there are some limitations, but it works if you know how to do it. :twisted:

psycho_3d@gmx.de

endi
Posts: 17
Joined: Fri Nov 15, 2002 9:14 am

Post by endi »

Hm, this is a 3DS MAX question.
How can I import wrml to MAX with vertex color?
I have exported wrml from Blender. It contains the vertex colors, but I can't load it into MAX.
Please help me.

Skelet
Posts: 63
Joined: Sat Nov 09, 2002 4:07 pm

Post by Skelet »

Hm, this is a 3DS MAX question.
How can I import wrml to MAX with vertex color?
I have exported wrml from Blender. It contains the vertex colors, but I can't load it into MAX.
Please help me.
That we all talking about here! To create an export with __ A _ L _ L __
blender features.
The Skelet

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