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antoni4040 avatar antoni4040 commented on May 29, 2024 2

This has nothing to do with one's level of expertise. A well written specification of the filetypes used by Godot can help a lot in its adoption. Blender seems like a logical first step, but I'm sure that integration with other software is going to happen in the future.

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kone9 avatar kone9 commented on May 29, 2024 1

Please have someone make a flow chart for the poor newbies. XD

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Two-Tone avatar Two-Tone commented on May 29, 2024

I also would like to know what the plans are for this plugin. What's the intended feature set?

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sdfgeoff avatar sdfgeoff commented on May 29, 2024

My intended plans for the addon can be seen here:
https://github.com/simedis/godot-blender-exporter/wiki/Features
But this is in no way official.

You may also like to see Jason's GSOC proposal:
https://docs.google.com/document/d/1pvQ-By4cPw3SfWZtDFoyMaguTCfZn572lTQbw9yxaQs/edit

The escn file format is the same as the TSCN format, which I started documenting over here:
http://docs.godotengine.org/en/3.0/development/file_formats/tscn.html

After my major refactor, the exporter is divided into a bunch of "converters" that handle the conversion of a single blender-type into a one-or-more godot nodes. Converters are called recursively as needed (eg the node exporter calls the mesh converter calls the material converter calls the image converter). All "converters" create entries into the ESCNFile instance. When all blender objects to be exported have been processed, the ESCN file is written to disk.

If this is enough information, please close this issue.

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