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Old 2nd April 2010, 09:55 PM   #3
Stiglr
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Join Date: Feb 2004
Location: Portland, OR
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Default Re: How would I go about programming my own exporter?

Yes, especially if it would also export the animations created through the X-Plane plugin, into Collada!!!

Right now, I am in the unenviable position of lacking a bridge to Collada export from AC3D. The best solution, if you can call it a solution, even, is to go through the kludgy, convoluted Blender. And if that's the only way... then one has to consider just doing the modeling in Blender, too!

Ugh; makes me sick to even consider such a move, as with Blender's horrible interface, it's tantamount to relearning 3D modeling completely. But, the game engine I'm creating for has moved to a Lua-based engine that requires Collada input for import of legacy models of all kinds: aircraft, buildings, vehicles, ships... and there's a TON of conversion work that needs done.

We've already lost an entire month because there's no direct path, and few people who own expensive 3DMax/Maya/Lightwave licenses.

Somebody with skill and talent at writing plugins or exporters.... PLEASE help!!!
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