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VBM Export
Dreamer edited this page Jun 21, 2022
·
2 revisions
- Go to
Edit
>Preferences
>Add-ons
. - Click on
Install
on the top right. - Navigate to the
DmrVBM
folder. - Click on
DmrBlender_VBM.zip
and clickInstall Add-on
. - Find the imported addon and enable it by clicking its checkbox.
- Type "dmr" in the search box if you don't see it.
- Make sure theCommunity
box is highlighted on the top. - Click the settings box on the bottom-left and click "Save Preferences" to keep the addon after closing Blender.
- Close the Preferences Window.
- The export panel can be found in
Properties
>Scene Properties
. - Should be in the bottom area on the right of the screen. If not, the Editor Type can be set to Properties with the top left button of any area.
- Shift + F7 also works.
When ready to export a vertex buffer, click on Export VB
or Export VBM
. You will be presented with this dialog. (Window on right has Show More Options
expanded):
Adjust the fields on the right side of the dialog to customize file export:
- Collection - Group of objects to export. This can be the currently selected objects, a collection in the current scene, or an export list.
-
Batching - Allows multiple file exports in one call. Can export by object name, mesh name, or by material.
- When doing batch export, filenames are a joined string based on batch type: "<object/materialname>.vb(m)"
- Grouping (VBM Only) - Join exported vertex buffer data by object or material.
-
Delimiter - Character that marks the end of a group or batched name. Data is joined by the final name.
- For example, say the delimiter is set to a single hyphen '-'. If batching or grouping by material and two separate materials have names like "body-leg" and "body-arm", the final name for the vb data will be "body" for both, meaning their data will join together before exporting.
- Export Armature (VBM Only) - Write armature data to VBM file. If off, bone count will be 0.
-
Apply Armature - Allows the
Armature
modifier to be applied when preparing vb data.- Usually leave on for static exports, off for rigged exports (Using Bone Indices + Weights).
-
Deform Only - Only export bones with the
Deform
box checked.
-
POSITION
(3* Floats) - Positions of vertices in world space. -
UV
(2 Floats) - Texture coordinates of mesh loops. -
NORMAL
(3 Floats) - Normals of mesh loops. Uses split normals if present. -
TANGENT
(3 Floats) - Tangents of mesh loops. Useful for normal mapping. -
BITANGENT
(3 Floats) - Bitangents of mesh loops. Useful for normal mapping. -
COLOR
(4* Floats) - Loop color values as floats. Order is RGBA. -
COLORBYTES
(4 Bytes = Size of 1 Float) - Loop color values as bytes. Order is RGBA. -
BONE
(4* Floats) - Corresponding bone indices for vertex groups as floats. -
BONEBYTES
(4 Bytes = Size of 1 Float) - Corresponding bone indices for vertex groups as bytes. -
WEIGHT
(4* Floats) - Vertex weights set from vertex groups as floats. -
WEIGHTBYTES
(4 Bytes = Size of 1 Float) - Vertex weights set from vertex groups as bytes. -
VERTEXGROUP
(1 Float) - Vertex weights from named vertex group. A default value can be set for objects without the named group.
For scripting, vertex attribute parameters are vbfX
, with X being a number from 0 to 7. The following share the same rule:
- Attribute Size =
attribsizeX
- Target Color Layer =
vclyrX
- Target UV Layer =
uvlyrX
- Target Vertex Group =
vgroupX
- Export Hidden - Include hidden objects in target collection for export.
- Edges Only - Export mesh as a wireframe without triangulation.
- Flip Normals - Reverse winding order of faces to invert normals.
- Flip UVs - Flips the Y-coordinate of uvs so that 0.0 is the top of the image and 1.0 is the bottom. On by default for GMS2.
- Default Weight - Default weight for Vertex Group attribute when an object does not contain the selected group.
-
Color Source - Default vertex color layer for the
COLOR
andCOLORBYTES
attributes.- Can be set to Render, Selected, or a specific layer.
-
UV Source - Default uv layer for the
UV
attribute.- Can be set to Render, Selected, or a specific layer.
-
Modifier Source - Determines which modifiers will be enabled on export.
- Viewport Only - Only export modifiers visible in viewports.
- Render Only - Only export modifiers visible in renders.
- Viewport or Render - Export modifiers if they are visible in viewport or renders.
- Viewport and Render - Export modifiers only if they are visible in viewport and renders.
- All - Export all modifiers.
- Scale - Vector to scale the exported model.
- Up Axis - The "Up" direction of the model. Blender is +Z Up, GMS2 is -Y Up.
- Forward Axis - The "Forward" direction of the model. Blender is +Y Forward, GMS2 is +Z Forward.
- Max Subdivisions - Maximum number of subdivisions for Subdivision Surface modifier.\n(-1 for no limit).
-
Compression - Level of zlib compression to apply to export. 0 for no compression, -1 for default compression (5), 9 for max compression.
- No compression (0) will export without the zlib headers.