Sounds great! Better import/export is whatās really needed in blender
Couple of questions:
does it import multiple fbx files at once?
does it keep instances? For example if I import a whole building will I have all the same windows still linked and instanced, so if I modify one, I modify all?
does it import multiple fbx files at once?
No, it imports only one fbx file per time.
does it keep instances? For example if I import a whole building will I have all the same windows still linked and instanced, so if I modify one, I modify all?
No, it does not support instances.
does it use principled bsdf materials by default?
Yes, it imports diffuse texture and adds as simple BSDF material in Cycles and Eevee, other texture types will be ignored, you need to setup them manually.
Can we get an option to not automatically shade smooth by default when importing? I just commented it out in the code but I imagine this is something other people need too.
Also, it doesnāt properly import into the selected collection, it always imports into the base Scene collection, which is different than the standard FBX importer.
Sadly, not realy good, have problems to import simple kitbashs āValueError: could not convert string to float: ā-nan(ind)āā, also very slow. Internal importer works well.
Is this faster to Import/Export than standard methods? Thatās the main thing that bothers me with the default Blender one, is that its so sloooooooooooooooooooow. Very very slow.
Also, when Importing FBX, overlapped UVs get stitched, which is very bad. Does yours avoid that somehow?
Iāve found itās much slower than the Blender import/export but way more accurate. So I only use Better FBX when Iāve got one that doesnāt work properly with the built-in.
@meshonline
I read on the Blender Market that this add-on does not support the export of multiple animation actions.
Obviously, as a game developer Iād want my characters to have individual animation clips per action in the game. That means several action clips stored inside a single .blend file getting exported as individual animations in one single FBX, along with the model and armature.
Are you, by any chance, still trying to achieve this, or should game developers stick with the build-in exporter?
Perhaps taking a look at Blenderās own exporter code might help if you havenāt already tried that.
Also, as rattle-snake has already pointed out, there should definitely be a checkbox for applying modifiers on export. That would save everyone a lot of trouble.
Nope, itās updated all the time. I get constant updates from the developer from Blender Market.
In the past 7 days heās fixed an issue with matrices, 3ds and Maya compatible camera export, an āOptimize For Game Engineā export setting, an option to adjust the camera rotation from 3ds Max/Maya to Blender and bug fixes.
I seldom come here, but I did see your post, for I always received notifications when the thread has new replies.
The first feature, I donāt know why people use custom properties, so I have not achieved it.
The second feature, apply modifiers requires clone the mesh to avoid touching the original mesh, which may introduce bugs, so I did not achieve it too.
The add-on will get improvement in the future, at present, I focus on important features.