- Messages
- 6,186
- Country
The Asobo exporter is made for Blender 3.10
Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.
By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.
I noticed that when I installed the exporter in Blender 3.1.2 I no longer have the option to update the XML file and add a GUID. Where is this function now, do I have to add XML files and GUID manually for every new scene I create?
View attachment 85374
once properly installed, press N,
and select the Multiexport, you will find all the options you need![]()
So this is the menu where I do not see the XML option, in the other exporter I used in 2.9.3 it has an option to generate/append the library XML file so that it shows up in your library, under "XML Filename". How do I do this easily with the 3.1 exporter?
View attachment 85388
Your XML file name is the "Collection Name"
You now handle LODs in the LOD menu:
- In the Multi Exporter click "Objects"
- Check "Grouped by Collection"
- Now tick "Generate XML", pick the export folder, tick the collection name (so it actually exports the xml), pick the LOD distance (default is 0), and create the filename for your LOD (if using them, you would append "[filename]_LOD00" and so on for each collection of lower poly count
I guess there's no way NOT to do at least your primary LOD now with this exporter?
Anyways - that process will get it done even if you don't have more than the 1 collection LOD level.
I think there's a few ways you could do that then. Maybe have a primary "edit" collection for each building then duplicate those so they're pointing to any changes you make on the originals.It occurred to me to try this before but for the main terminal I'm working on I have my building and objects spread over so many collections that it seemed overwhelming. I'm not sure if I'm using Blender the "correct" way, am I supposed to keep my building decomposed into various objects so that I can edit them easily later, or is it just as easy to merge the building into one object and edit the mesh instead? The object grouping/selecting functions seem easier to deal with than mesh groups right now, for example if I want to change the texture on a bunch of identical pillars.
Also I don't see an option in the exporter for "everything", e.g. to export all visible objects, like in the File/Export dialog. Should I create one collection for everything I want to export, scroll down through all the collections until I find it and tick it? After generating the XML once the File/Export/glTF2.0 way works fine just to make updates to it, which is 95% of the time, so I've been doing it this way.
That seems like a good plan. About working with LODs: I haven't had to do that yet and I'm not sure I will for this project, since this airport is in the middle of a desert and not very large, I get well over 60 fps the whole time. But once I do work on LODs, what's a good approach? I've been saving early low-poly versions of my buildings in case I do want to make a low-LOD version. I don't know if that's actually useful though since I've made many improvements since, and you mention copying the main objects and using decimate to make low-poly versions of them. Besides, I realized since then that my buildings are relatively low-poly anyway, and it's all the cury details and small objects that make up the bulk of the polygons I think. Things like a flag, a pipe. So really a lower LOD version should mainly drop these small objects without worrying too much about reducing the LOD in a building that's already blocky, is that right?I think there's a few ways you could do that then. Maybe have a primary "edit" collection for each building then duplicate those so they're pointing to any changes you make on the originals.
Then just make a new collection with all of your LODs
- Turn off your 'edit' objects that are in their own collection
- Duplicate those to a new collection that's turned on
- Join all of the objects for one building, name it - that'll now be your export for LOD00. You could leave that there and rinse and repeat for all of the rest of them as well as duplicating each group and doing something like dissimate modifier for proceeding LODs
- In the Export Toolbar - make sure "Show Hidden Objects" and "Grouped By Collections" are unticked
- Refresh for LODs and you'll now have a box for every building (or multiple for each building if you have multiple LODs)
That seems like a good plan. About working with LODs: I haven't had to do that yet and I'm not sure I will for this project, since this airport is in the middle of a desert and not very large, I get well over 60 fps the whole time. But once I do work on LODs, what's a good approach? I've been saving early low-poly versions of my buildings in case I do want to make a low-LOD version. I don't know if that's actually useful though since I've made many improvements since, and you mention copying the main objects and using decimate to make low-poly versions of them. Besides, I realized since then that my buildings are relatively low-poly anyway, and it's all the cury details and small objects that make up the bulk of the polygons I think. Things like a flag, a pipe. So really a lower LOD version should mainly drop these small objects without worrying too much about reducing the LOD in a building that's already blocky, is that right?
Does Microsoft require LODs in order to publish in their Marketplace?
Just curious if people are using this "Use Asbob_unique_id_Extension" with Blender 3.3 or not. I've been checking it but I don't know if that causes issues sometimes. I've seen vague error messages in the console about Asobo extensions but maybe that was due to something in my texture files, I don't recall anymore.Welp, got an answer for the above. You need to uncheck the "Use Asbob_unique_id_Extension"
I cannot find out much about it - apparently it's to merge multiple glTF files in some way.