Extensions:2.4/Py/Scripts/Export/Openflight flt
< Extensions:2.4 | Py | Scripts | Export(Extensions:Py/Scripts/Manual/Export/openflight fltから転送)
UI location | File → Export → OpenFlight (.flt)... | ||
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Version | 2.45+ 2007-9-20 | Author(s) | Geoffrey Bantle (Briggs) and Greg MacDonald |
Blender | 2.45+ and newer | License | GPL |
Note(s) | Included in Blender 2.45, 2.46
OpenFlight is a registered trademark of MultiGen-Paradigm, Inc. |
File name | export-iv-0.1.py |
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Links | this script comes with Blender. |
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目次
Usage
Instructions
Select the script from the File → Export → OpenFlight(.flt) menu.
Configuration
When run the exporter will present a graphical interface to control the export process. The following options can be set.
Label | Type | Default |
Base Path | PATH | Last directory accessed by blender |
Directory to write current scene to. | ||
Xref Directory | PATH | Base path + "/externals" |
Directory to write External references | ||
Textures Directory | PATH | Base path + "/textures" |
Directory for 'copy textures' tool. | ||
External Application | PATH | None" |
External application to launch after export. | ||
Default Shading | TOGGLE | Off |
If pressed, the angle between faces will be used to split edges in meshes that do not already have custom shading. | ||
Export Scale | NUMBER | 1.00 |
Default value of 1.00 means that 1 blender unit = 1 meter in output files. | ||
Copy Textures | TOGGLE | Off |
Copies textures to output directory previously chosen with Textures Directory field. | ||
Export Transforms | TOGGLE | Off |
Local coordinates toggle. Default is recommended for now. | ||
Export Xrefs | TOGGLE | On |
If checked External references in the current scene will be exported to the directory set in the "XRef Directory" field. | ||
External App | TOGGLE | On |
Launch external application on export. |
Features
Face Handling
- Single loose wire edges are exported as 2 vertex faces.
- Wire Loops exported as faces with 'closed wireframe' draw style.
- Incomplete loops exported as faces with 'open wireframe' draw style.
- Loose vertices exported as single vertex faces.
- Sub-face relationships.
- Faces marked as double sided are exported with correct flags.
- Face alpha determined by the file extension of images assigned to it. Example: A face with an *.RGBA image assigned to it will have its alpha draw flags set properly.
Hierarchy
- Objects export type determined by FLT ID properties.
- Empties and meshes with no FLT ID properties attached are exported as either object or group nodes depending on whether they have any children.
- Invalid child types are ignored. Example: Group node that is child of Object Node
- External references
- Export objects in either world-space or local-space coordinates.
- Matrix transforms (local-space)
- Correct shading of negatively scaled objects (world-space)
- Export scale(world-space)
Texturing, Materials and Colors
- UV mapping and texture information exported. If using multi-texturing, UV layers must have proper names. Example: Layer0, Layer2,...Layer7.
- Custom color palettes.
- Face and light point colors & intensities.
- Texture Attribute files.
- Custom shading via any combination of solid/smooth faces and edge split modifier.
- Default shading angle for automatic calculation of smooth shading.
- Faces with a Color index of zero are exported as 127 (white).
- Option to copy textures to a user defined directory if they do not exist there already.
- Attribute file writing.
Known issues
- Material and shaders are ignored. Future support for material and shader palettes is planned.
- There is no way to set the face color for open/wire faces. Currently they default to black.
- The two-sided draw flag must be set on Layer0
- Do not use sub-faces with alpha faces in the same mesh. The results on export will not be what you expect. Instead break your alpha faces into a separate mesh
Support
- Python & Plugins forum at Blender Artists (TODO).