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[RELEASE] GLideN64 Scene Ripper
#12
(06-23-2023, 07:08 PM)Luctaris Wrote:
(06-23-2023, 01:26 AM)vod1003 Wrote: Thank you for this amazing tool. Any tips for exporting from Blender to programs like Unity or Maya? The textures don't seem to embed when exported as fbx.

I saw that you opened up an issue on the github regarding this too. I'll post my answer here for anyone wondering in the future.

Quote:Support for external exporters and file formats is somewhat out of the scope of this project. I can't control how scenes using my tool are imported and interpreted by other software.
This project sets up a custom shader node layout for each material used in the scene.

I couldn't find a suitable file format that can support texture blending, vertex color information, texture mirroring, fog information, etc... which is why I opted to create my own custom .glr file format and associated importer for Blender.

If you want an importer for Maya, 3ds Max, 4D cinema, etc... a custom importer addon/plugin/script will need to be made to interpret the .glr file format for that tool.

If there is enough interest, I might look into creating an addon for Unity/Maya to handle my file format, but I primarily chose to use Blender because it's 100% free and easily accessible.

TL;DR: Sorry... I won't go out of my way to purchase $1000+ software like Maya just so a few people can use my addon.

A fix for the FBX export not linking to the textures is to use this script, which will associate the textures to the materials

Code:
# Get access to Blender Python API
import bpy

#Loop over all materials
for mat in bpy.data.materials:
    # Get the name of each material (this name is what will be used to find the .png texture file)
    matName = mat.name

    # Cut off the last 4 characters of the material name '(XX)'
    matSubName = matName[:-4]
       
    # Create a new_texture to be assigned to the material
    tex = bpy.data.textures.new(matSubName, 'IMAGE')
   
    # Add a reference to a newly created texture_slot on the material
    slot = mat.texture_slots.add()
   
    # Assign the new_texture to the new_texture_slot on the material
    slot.texture = tex

    # Make the file path to the Scene Rip output folder to find the image to assign to the texture
    filePath = "PATH TO TEXTURE DUMP OUTPUT FOLDER/GLideNHQ/scene_rips/"

    # Create the file name based on the material name
    fileName = filePath + matSubName + ".png"

    # load in the file from the scene_rips folder  
    image = bpy.data.images.load(fileName, check_existing=False)

    # Assign the image to the Texture
    tex.image = image

Then export the FBX making sure to use 

Path Mode : Copy

You may have to manually correct the Transparency when importing the FBX to other applications such as Unity

Cheers!
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Messages In This Thread
[RELEASE] GLideN64 Scene Ripper - by Luctaris - 01-29-2023, 02:02 AM
RE: [RELEASE] GLideN64 Scene Ripper - by scurest - 01-30-2023, 12:43 PM
RE: [RELEASE] GLideN64 Scene Ripper - by scurest - 02-23-2023, 01:59 PM
RE: [RELEASE] GLideN64 Scene Ripper - by apollyon - 02-23-2023, 02:14 PM
RE: [RELEASE] GLideN64 Scene Ripper - by Yavga - 03-10-2023, 12:16 PM
RE: [RELEASE] GLideN64 Scene Ripper - by Grounder - 04-17-2023, 06:24 PM
RE: [RELEASE] GLideN64 Scene Ripper - by Luctaris - 05-11-2023, 11:24 PM
RE: [RELEASE] GLideN64 Scene Ripper - by scurest - 05-12-2023, 02:28 PM
RE: [RELEASE] GLideN64 Scene Ripper - by vod1003 - 06-23-2023, 01:26 AM
RE: [RELEASE] GLideN64 Scene Ripper - by Luctaris - 06-23-2023, 07:08 PM
RE: [RELEASE] GLideN64 Scene Ripper - by nailuj843 - 11-04-2023, 10:47 PM
RE: [RELEASE] GLideN64 Scene Ripper - by scurest - 01-29-2024, 05:05 PM
RE: [RELEASE] GLideN64 Scene Ripper - by scurest - 04-24-2024, 03:20 AM
RE: [RELEASE] GLideN64 Scene Ripper - by gamerpcx - 05-09-2024, 12:04 AM

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