- Blender 3.0 or higher
- Basic python / programming knowledge
This addon is still a work in progress, and does not support all data types:
Type | Support | Note |
---|---|---|
Animation | Yes | |
Scene | Yes | |
Node | Yes | |
Mesh | Yes | |
Skin | Yes | |
Material | No | Mesh material slots are retained |
Texture | No | |
Image | No | |
Camera | No | |
Light | No |
This addon is highly specialised in exporting assets into game engines using glTF file format. It achieves that by giving the user access to a library that does most of the heavy lifting and a very fast way to run your code via buttons minimising time between exporting and seeing new changes within the game engine.
Have a look at the features section below to see if it fits your purpose, if you do not need any of this functionality I highly advise you to stick to the default glTF exporter.
Otherwise get started here
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Additive workflow, start with nothing and add only what you need.
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Non-destructively merge multiple meshes into one.
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Add as many UV maps, vertex colors or shape keys to your meshes as you need.
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Break down your complex scene into smaller files.
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Easily add hierarchies, collections or singular objects.
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Non-destructively remove objects with filters and blacklists.
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No glTF scenes required, making it possible to create asset libraries (for example file containing only meshes).
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Non-destructively strip bones from armatures with filters and blacklists.
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Automated trimming of control bones and bone prefixes when using rigify armatures.
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Use timeline markers, manual frame ranges or NLA tracks to bake animations.
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Manually specify which NLA tracks are to be grouped together into one animation, allowing use of additive tracks.
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Force animation to be use stepped interpolation.
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Easily create buttons to run your code from UI, allowing for fast iterations.
- Cannot export data (such as mesh) directly, all data must be assigned to an object in scene in order to be exported.
- Meshes can only be based on blender meshes, no curves, NURBS, etc.
- When merging meshes, UV map, vertex color and shape key names must match.