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Old 8th July 2010, 04:59 PM   #11
Merrie
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Default Re: How would I go about programming my own exporter?

Just a note here you can also use Milkshape to export to other file formats I've had good luck with it and its quick.
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Old 8th July 2010, 06:00 PM   #12
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Default Re: How would I go about programming my own exporter?

Do you know if UV texture assignments go with the exports?

I'm currently using the stock Collada exporter, and the textures are NOT showing up after I import the .dae file into Blender 2.5 alpha.

Not sure if it's AC3D's exporter, Blender 2.5 or the specific version of Collada that's the culprit.
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Old 8th July 2010, 07:20 PM   #13
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Default Re: How would I go about programming my own exporter?

I have been able to get the textures with the export into Unity game engine without trouble, however you need to have the textures in the same folder as the model.
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Old 9th July 2010, 12:24 PM   #14
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Default Re: How would I go about programming my own exporter?

I'll try that in my workflow... however, my end game system has the textures and models in different folders... but then again, that's different than the needs of the 3D program I'm importing into...

Thanks for the idea.
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Old 9th July 2010, 12:34 PM   #15
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Default Re: How would I go about programming my own exporter?

Your very welcome All engines are different thats for sure.
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Old 9th July 2010, 06:17 PM   #16
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Default Re: How would I go about programming my own exporter?

Very true. I have been using Ultimate Unwrap 3D mostly for format conversion between engines and AC3D.
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Old 19th July 2010, 04:22 PM   #17
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Default Re: How would I go about programming my own exporter?

I posted this sample exporter plug-in a while ago, which you're free to use as a skeleton for your own.

http://www.inivis.com/forum/showpost...53&postcount=2
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