Update 7/11/13:
-Nothing is removed from export directory except meshes if ‘Allow mesh overwrite’ is checked
-Images are now written to ./images in the export directory
Update 7/6/13:
Added an option to select cage object from objects in Blender scene
Update 6/20/13:
Added some things:
-An option to choose external cage file
-Option to enable / disable automatic mesh re-export
-Texture creation on lowpoly object when maps are imported
-.ply enabled as a default, disabled .obj for now
Update 6/7/13:
Minor changes, I’ve added file browser functionality for the output path and executable path, so you don’t have enter those paths in by hand any more!
Update 6/4/13:
-Added most of the respective options for baking maps. ‘Bake base texture’ still missing, and ‘Bake hi-poly’s vertex colors’ doesn’t seem to be working yet.
-I’ve split the menu up into several panels, so that you can minimize them (the panels become large fast when you start enabling maps for rendering).
Update 5/30/13: It should actually work now. I’ve added a couple dropdown menus for selecting the hi- and low-poly objects, instead of requiring you to make sure you’ve got the right ones selected in the right sequence. However, both objects need to be on active/visible layers when you export.
ToDo:
-Add a file browser for the file and application paths (when I learn how…).
Please post bugs here. If something doesn’t work, please let me know so I can fix it. Also, please feel free to request features here.
A few details:
-The .exe path needs to be the path to the binary itself, including the .exe extension.
-The output path needs to be the path to the directory AND the file name where you’d like the exported objects and generated maps to go. No file extension is necessary, since you can select the image format in the dropdown menu.
I’ll try to do more experimentation with the ‘base texture’ option and see what exactly it’s useful for in this context.