My absolute vote here for Ben and his scripts.
been a tester for his scripts since Blender 2.28c or so…Those times the script had more problems than now and I yet could use it.
I have helped in game engine forums a real lot to avoid problems with x format, with this plugin, with this 3d software, but also other tools, and other plugins.Bones and weights formats are problem bringers, and x has special bad luck in game engines; is usually that users don’t know the workarounds, don’t have the patience, or have a mesh that has some serious problems which pas unnoticed with other more tolerant engine loaders…
Common issues are often solved in game engines just opening the file in the free mview.exe from MS (yep, win tool, I dunno if can be used under wine) , as just resaving there, reformats stuff to work better. Probably also does a weld.
Also, there’s stuff than have been in Ben’s docs for years, if I am not wrong (as I was a tester, I dunno what was there, and what is that just i knew from allways of from other formats/tools ) , like: rename bone.001 to bone001 or the like, same with materials…x loaders often dont like those dots. In max x exporters you have another large collection of issues, which I also more or less know…
Basically, there are some things to pay attention to when do game meshes, specially characters: I have been years discovering that ppl with probs almost the 100% of cases are ppl not aware of some general rules.
But yup, if you can help ben in adding features that stop ppl without experience, finding those problems, that’d be great for them.
I my self am a Ultimate Unwrap user, there sometimes I do there extra fixes if some weird engine wont it a or b feature…
All improves are welcome, but wanted to be like a proof that the script works if you know what to do (like anyting blender…er…anything 3d… )
I know about the double vertices, ben and I anttended a case long ago…
yup, double vertices for Uvs are a royal need in games, there’s just allways shortage of texture pixels
probably…most of the newcomers issues are solved, (as mostly they’re game artists, or coders making art for free, inhouse or low cost engines) with some parsing of the output. Dunno. Because the parsing must be careful to not wreck the 3d data…I am not a programmer of any sort, so I don’t know about that part.
Imo, plugins for formats like x, md5, and the soon-to-be finished (the guy would have some help with something about matrices, I dunno) b3d (allows also lightmapped levels, with latest bake feature of blender) , would be cool to have an stable version of it included in Blender releases. As are plenty the main formats used for more number of game engines out there, free, inhouse, low cost, mid cost, etc.
I have solved many issues with this plugins, of users, and discovered too many times meshes with weird faults, lost vertices, bad namings, zero width faces , non triangulated meshes, etc…
I mean, I see very well your point cambo, an exporter that doesnt work for a user, makes the user think blender is acting badly, but also happens when user doesnt understand bledner UI and think it’s bad… Anyway, if out of this the plugin gets improved for these users…good for me, less questions to answer (tho lately I dont answer much for being very short of time to be in forums…Here I’ve solved very few, and quite long ago)
Darkbasic users have come here often, for this reason, as well as a big number of Irrlicht ones, even some from Gamestudio, some Quest3d , and some Truevision 3d ones. All these use directx *.x format…and there are quite more. Imo is an important format…