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fbx_preflight's Introduction

Blender Preflight

The goal of this project is to script the export of .blend files to .fbx assets for simpler use in Unity (or other game engines). By taking advantage of the scriptable nature of Blender, we can iterate through a well-structured .blend file and automate the tedious process of exporting with the correct settings.

CLI Usage

Preflight can also be done from the command line. While the operation itself is available with the bpy.ops.preflight.export_all_groups() method, it is easier to simply pass a python script to blender along with a .blend file. Usage for the bundled script is:

$ blender test/Preflight\ Test.blend -b --python cli/preflight_blendfile.py

This script also accepts two arguments:

--fbx-output {output_directory}
--export-animations

These arguments will temporarily override the settings inside the .blend file for all export groups, but will not change the data stored in the .blend file permanently.


Built by Apsis

apsis

fbx_preflight was built by Apsis Labs. We love sharing what we build! Check out our other libraries on Github, and if you like our work you can hire us to build your vision.

fbx_preflight's People

Contributors

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fbx_preflight's Issues

Fix Exported Mesh Names

Because we duplicate the objects to apply modifiers before export, the exported mesh ends up with a .001 suffix. We can avoid that by renaming everything during the export process.

Exporting meshs never import as Skinned and can't be animated.

I have no idea why, but I think it must be something to do with how the groups are organized. If I export a character, for example, the rig is exported but the character model is always set as a Mesh in Unity. Never a Skinned Mesh. It doesn't look like the weights carry over?

Manually selecting the character exports properly if I go through the Blender dialog.

I looked through the code for a few hours and nothing I try makes any difference. No idea.

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