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JoshMK

Blender Plugins

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I understand that Blender export plugins are written in Python. Can Python call functions from C code or from a DLL? The easier way to get this done would be to make a reusable model library for building animated models with commands and then saving the results to a model file.

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The choice is yours (i don't know what is best) :

Ctype, Boost.python, SWIG, Pyrex, Cython

http://stackoverflow.com/questions/145270/calling-c-c-from-python

Official doc :

https://docs.python.org/2/extending/extending.html#providing-a-c-api-for-an-extension-module

Perhaps Linux programmers know more ?

 

The easier way to get this done would be to make a reusable model library for building animated models with commands and then saving the results to a model file.

 

What means re usable model library ? like Fuse product or MakeHuman ? Or does it means export Blender animated model to FBX with command line ?

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I mean a DLL or C code that has commands like CreateBone(), AddVertex(), etc., so you can use those commands to export the data into a model file, without worrying about the actual file format. It makes things much easier.

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I mean a DLL or C code that has commands like CreateBone(), AddVertex(), etc., so you can use those commands to export the data into a model file, without worrying about the actual file format. It makes things much easier.

 

A DLL-lib would be really nice. This way we can use any language or application to export LE models. Great idea!

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This way we can use any language or application to export LE models

I don't see the utility to do that ? Perhaps if LE3 had full CSG tools and non modeler people would need to export for external programs work ?

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I don't see the utility to do that ? Perhaps if LE3 had full CSG tools and non modeler people would need to export for external programs work ?

 

Josh promised to work on full CSG toolset in the near future. So fingers crossed, we are destined to see some of that 3DWS CSG goodness once again.

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Why not add a .blend importer to the engine instead? If blend files were converted to mdls by the editor automatically it would save the blender artists a ton of headache.

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Why not add a .blend importer to the engine instead? If blend files were converted to mdls by the editor automatically it would save the blender artists a ton of headache.

 

mmm... imagine hitting save and instantly seeing the changes in the editor .

 

 

Only thing is that it would still need to convert the model when finishing the project iirc .blend files contains alot of "fluf"

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I would suggest Assimp, http://assimp.sourceforge.net/main_features.html its BSD licensed and can convert alot of formats. The downside is it doesn't convert to any formats that Leadwerks uses. Also I don't know how it treats animated models, if at all. Josh released the gmf/mdl SDK someone who understands both code bases (not me, I'm not that bright) can add a Leadwerks export to assimp, or port the unwrap 3d plugin to assimp.

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