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Updated Blender CMOD Exporter
Posted: 10.08.2017, 14:56
by Yakk
I've got a bare bones CMOD exporter add on for Blender 2.78 working, using the previous 2.4 exporter by cartrite. No materials or textures are exporting yet, and it is set up for triangles instead of quads. Would people be interested in me developing it a little further and posting it here? Exporting a quads mesh would be an easy addition and I'm interested in learning the Blender Python API better, so this would be a fun project in my spare time.
Posted: 19.08.2017, 19:41
by john71
I think anything which speeds up cmod creation would be a very good project.
I have to export obj files from Blender to create 3ds files to create cmod files...
Posted: 19.08.2017, 20:08
by selden
The utility cmodview is supposed to be able to import .OBJ files and export them as .CMOD. I've had problems getting it to work for me, but if it works for you it'd save a step and wouldn't have the 3DS limitation of 32K vertices per mesh.
One of its limitations seems to be that it can't apply materials to individual mesh faces.
Posted: 19.08.2017, 20:21
by john71
I can save Blender 3D objects in obj format and I can open them in Cmodview. Saving them in cmod binary format also works. I can edit the new cmod file.
Added after 43 seconds:I'm not sure about materials...
Posted: 19.08.2017, 20:39
by selden
Applying materials to individual mesh faces is one of the reasons I've stuck with the CMOD exporter that I wrote for Anim8or.
Posted: 19.08.2017, 22:48
by John Van Vliet
there is NO need for the OLD blender 2.48 (
runs ONLY on the old blender 2.49b and older using the OLD pre 2.50 python API for blender
the cmod tool in the source builds just fine and excepts a uv mapped obj
i even fixed the headers being in the wrong place
https://github.com/JohnVV/MyCelestiaBuild/tree/master/celestia/src/tools/cmodthis builds just fine ( well for me on linux )
but should build just fine on MS windows and apple using QT creator