i need a accurate .obj exporter (sometimes the .obj exporter creates extra materials that i never made and it gives them names like “PJ19827” using textures from other materials, after all excepting only that it’s a good exporter.
a accurate .3ds exporter (the given exporter does not export materials so the models haven’t got textures)
a accurate .dae exporter.
(sometimes the .dae exporter does not export the normal maps but it will always export right the spec and diffuse maps)
and (optional) a accurate .lwo lightwave object. (i don’t really need a .lwo exporter right now but i may need it later)
just tested this and materials exported then imported fine? textures maybe not but materials work fine.
Hahh, yeh, so… there have been many attempts to get the COLLADA exporter up to scratch, each time someone takes on the challenge they realise that every program has their own implementation of the spec and to deal with each programs qwerks is just too much.
Is there a reason why you need to support all these formats? could you pick one and focus on making sure that pipeline works between applications?
You should supply physical examples (blend files etc) and explain exactly what you want. Saying an ‘exact’ or ‘accurate’ exporting is not good enough. What is your final goal, where and how are you going to use these exported files. The only 100% export format from blender is as a .blend file. Each file format itself has limitations, what is important, what isn’t. The more practical information you can supply the better rather than having to end up going backwards and forwards eeking out bits of info.
exporting the mesh as .obj i get extra materials that i didn’t add as you can see below:
the materials with the numbers, the empty material (the 2nd one) and the material called “black_color” which it is not black was added at the export by themselves.
i didn’t add those materials, they have been added by themselves