pandemonium_engine_docs/usage/assets_pipeline/escn_exporter/index.md

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Blender ESCN exporter
=====================
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Note:
This chapter relates to the Blender plugin called "Godot Blender Exporter",
which can be downloaded here: https://github.com/godotengine/godot-blender-exporter
This plugin can be used to export Blender scenes in a Godot-specific scene format
called ESCN, which is similar to TSCN (text format) but will be imported as binary
SCN for performance.
Details on exporting
--------------------
.. toctree::
:maxdepth: 1
:name: toc-learn-workflow-assets-escn_exporter
material
physics
lights
mesh
skeleton
animation
Disabling specific objects
--------------------------
Sometimes you don't want some objects exported (e.g. high-res models used for
baking). An object will not be exported if it is not rendered in the scene.
This can be set in the outliner:
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![](img/hide.jpg
Objects hidden in the viewport will be exported, but will be hidden in the
Godot scene.
Build pipeline integration
--------------------------
If you have hundreds of model files, you don't want your artists to waste time
manually exporting their blend files. To combat this, the exporter provides a
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python function `io_scene_godot.export(out_file_path)` that can be called to
export a file. This allows easy integration with other build systems. An
example Makefile and python script that exports all the blends in a directory
are present in the Godot-Blender-exporter repository.