![Download Download](/uploads/1/2/6/3/126364695/940427993.jpg)
#RequirementsThis was developed for blender 2.74, I haven’t tested it in earlier versions so it may cause issues.
#OverviewThis addon is used to export your scene from Blender to your game engine of choice.
#Features
- Load model(s) to file directory and change names
- Export the scene objects as .obj or .fbx in one group or individually
- Adjust size and axis of objects depending on the engine (current engine Unity, UDK, UE4)
- Your selections, directory and names are saved to the scene so they will remain if you quit
#InstallationWith Blender open and file downloaded, go to File > User Preferences > Add-ons > Install from File.
Feb 04, 2014 (if you don't speak german, scroll down, there is also an english version) Mein erstes 'fertiges' Produkt zum runterladen! Es ist zwar im Grunde. I posted the question in the BLENDER GAME ENGINE forum because it is a question. For your service Blender can bundle the blenderplayer with such a blend file. Creating an installation file, hosting a download page, offering update service). If you want to create a multi-instance multiplayer game you need to split the.
Select BlenderToGameEngine_Export.py and in the addon list, search for Blender to Game Engine Export and select the checkbox and Save User Settings.
#How to UseThe export panel is in Properties > Scene and it is called Game Engine Export.
With every object in the scene, make sure that;
- it is correctly named
- the pivot point is correctly positioned
##File DirectoryThis is where you name the directory of where the file will be saved. It will create the path if it doesn’t exist.
Place it in the back end files for your project and the engine will refresh the asset files (tested in Unity).
##File NameThis is the output file name for grouped and scene export.
![Game Game](/uploads/1/2/6/3/126364695/608575725.png)
##EngineSelect the engine you are exporting to.
Currently suppory unity, UDK and UE4 setup. If you have a different engine, please name it and state the scale of BU, up and forward axis in the comments.
##Exportthere are 3 options are Individual Assets, Group Assets and Scene Export
- Individual Assets will move all the objects to the center of the scene and export each one with the object name
- Group Assets moves all the objects to the center of the scene and saves out the scene with all the individual elements
- Scene Export will save out the scene keeping the location of objects. OBJ will get grouped to one mesh
As you adjust the settings, they will be saved to the scene. They will be saved when you quit.
When you make an edit and are ready to export. Click Engine Export and it will save all objects to the directory.
Project: Blender Extensions
Tracker: Py Scripts Upload
Blender: 2.62
Category: Game Engine
Python: 3.2
Homepage: http://hostilestudios.com/networking/
Script name: Blender Multiplayer Add-on
Author(s): Angus Hollands
Status: Open
Tracker: Py Scripts Upload
Blender: 2.62
Category: Game Engine
Python: 3.2
Homepage: http://hostilestudios.com/networking/
Script name: Blender Multiplayer Add-on
Author(s): Angus Hollands
Status: Open
An addon which encapsulates my networking Code.
The multiplayer part is two tiered:
1)Terminal: Initially, you have the 'terminal' objects. These create and maintain the connection between client and server, managing disconnects, timeouts and errors. This system is fed, and in turn feeds data to/from a 'plugin' system.
2)Plugins: Both the host and the client may use the plugins, which are the intelligent transmitters of the system
This code is nested within the addon - a series of scripts that do the following:
1)Create and manage logic bricks
2)Run a wrapper script which enables use of moguri's components
3)Create and manage object properties
4)Maintain 'scene logic' - logic that runs once per game (so confined to scene for now) and can only be added once.
The setup is designed to be uniform, so that it is easy to use, and if Moguri's components are merged it will be easily ported.
It works standalone, so one doesn't need blender for the server.
The addon itself rarely needs updating, typically just the multiplayer files, all of which use the same source.
Lastly, it runs of the multipy library - http://code.google.com/p/multipy
The multiplayer part is two tiered:
1)Terminal: Initially, you have the 'terminal' objects. These create and maintain the connection between client and server, managing disconnects, timeouts and errors. This system is fed, and in turn feeds data to/from a 'plugin' system.
2)Plugins: Both the host and the client may use the plugins, which are the intelligent transmitters of the system
This code is nested within the addon - a series of scripts that do the following:
1)Create and manage logic bricks
2)Run a wrapper script which enables use of moguri's components
3)Create and manage object properties
4)Maintain 'scene logic' - logic that runs once per game (so confined to scene for now) and can only be added once.
The setup is designed to be uniform, so that it is easy to use, and if Moguri's components are merged it will be easily ported.
It works standalone, so one doesn't need blender for the server.
The addon itself rarely needs updating, typically just the multiplayer files, all of which use the same source.
Lastly, it runs of the multipy library - http://code.google.com/p/multipy