WIP Beta released BeamNG Easy Export for Blender

Discussion in 'Utilities and programming' started by Average Person, Mar 13, 2022.

  1. Average Person

    Average Person
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    I've always found the process of exporting assets to beamNG quite tedious so I decided to write an addon for Blender that cuts out a lot of the renaming and parenting. This addon streamlines the process of exporting objects to BeamNG and comes with a few extra utilities to simplify the process even more.

    Github - BeamNG Easy Export V2

    BeamNGEasyExportV2.png
     
    #1 Average Person, Mar 13, 2022
    Last edited: Aug 26, 2023
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  2. AlexKidd71

    AlexKidd71
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    Your tool works great out of the box! It's a real time saver. I don't know if it's necessary but shouldn't the nulldetail node parented to base00 be implemented as well?

    Thanks for your effort!
    Best Alex
     
    #2 AlexKidd71, Mar 16, 2022
    Last edited: Mar 16, 2022
  3. AlexKidd71

    AlexKidd71
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    You should name your LODs with something like name provided XXX + a + LOD number. The letter is important if the provided name ends with a number accidentally.
    View attachment 893133
     

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    • upload_2022-3-16_22-20-39.png
  4. Average Person

    Average Person
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    yeah I was thinking about how to handle the naming better and that will definitely work, I saw the devs use that for their lods too. I'll also be adding an option for Null detail objects.
     
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  5. Average Person

    Average Person
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    The exporter now adds a _d to specify that the number is the detail size and also to prevent name conflicts, you can also add Null Detail Objects now. These changes are available on the github page.
    beamngeasyexportnulldetail.jpg
    Currently I'm working on improving how lods are handled so that any amount can be added and I also plan to add saving and loading of presents in case you're working with multiple objects in one scene.
    bngeasyexportnewlodsystem.jpg
     
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  6. AlexKidd71

    AlexKidd71
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    Perfect! Yesterday I exported more than twenty objects for my map project in very short time thanks to your tool. Building the scene tree yourself is very time consuming.
     
  7. Average Person

    Average Person
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    Here's a sneak peak of the new version, still need to go through everything and clean it up and make it doesn't break during edge cases. This new version has way more features though and should be able to export just about anything it also features presets which means you don't need to reconfigure the exporter each time.
    BngEEV2.png
     
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  8. Steelorse

    Steelorse
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    omg, I love you!
     
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  9. tijojol10

    tijojol10
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    oh, trouvé!
     
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  10. el_ferrito

    el_ferrito
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    This is seriously great. Thanks.
     
  11. AlexKidd71

    AlexKidd71
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  12. Average Person

    Average Person
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    Finally got around to releasing the updated version of this addon, V2 features a much cleaner UI, Presets that let you save your export configs, as many LODs as you want, and automatic collection merging. If you run into any issues let me know, theres quite a bit going on this time around so I doubt I've caught all the bugs.
    BeamNGEasyExportV2.png
     
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  13. el_ferrito

    el_ferrito
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    Look forward to trying it out. This is great. Thanks.
     
  14. mythakreep

    mythakreep
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    im a beginner at blender so how do i exactly use this there is no real guide
     
  15. AlexKidd71

    AlexKidd71
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    Works great! Thanks for sharing this tool!
     
  16. el_ferrito

    el_ferrito
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    Thanks for commenting on this... I had forgotten to test the new version. I've got a new map process I'm working on, but the limiting step at the moment is the bender export. It's so tedious, and I always make an error. This has reminded me there is a better way.

    As an aside... For the naming, the a_xxx number at the end of each model is the number of pixels it uses on the screen before loading in (according to a dev post I saw a while back). So smaller numbers mean further distances, for your LODs. Dunno if that helps or not.
     
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