Hello again all! I don’t bring you an update today, but would like to ask a question of blender users.
OmUlette recently received a one-star review on Extensions.Blender.org because it lacked the ability to import egg files. I had never planned to add the ability to import egg files and had never put anywhere in OmUlette’s materials that importation was a planned/current feature, but I wonder now if blender users looking for a Panda3D-format plugin would value such a feature.
While the outcome might not affect OmUlette’s future due to the complexity involved in writing an importer, I have put a poll below.
Do you think that a Blender plugin for exporting to a Panda3D filetype should also have import features?
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I decided to test it, and it seems omUlete works on blender 4.5!
Also, reading through some of the posts I’ve realized that I neglected to make a post here back in January for when I fixed a crash when a material on an exported object didn’t use nodes. That was an embarrassing oversight! Version 0.97.3 with the bugfix replaced the previous release for 0.97 on github, and if you downloaded it from extensions.blender.org, you only need to check for updates.
One other thing I neglected to make a post for was my extension surpassing 5k downloads on blender’s official extensions website! Now it’s closer to 6k, and I’m very happy to have made something so useful to people.
Of course, I haven’t been updating the extension as frequently as of late because my personal life has gotten busy, causing all of my gamedev projects to move more slowly. Because I tend to only add totally new features when I personally need them, this does mean that omUlete will probably only get features like shape keys and animated uvs once one of my other projects reaches a stage where that level of graphical fine-tuning is nessicary. That said, I will always work to fix bugs and crashes, so let me know if you encounter any!
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Hello all! I’m bringing you more updates to omUlette.
First things first, omUlette now works on blender 5.0! However, this does mean that it no longer works with versions of blender older than 4.5. I’ve spun the deprecated version into a new branch, if anyone needs it.
Secondly, I’ve released a new major version! I’ll post a link below, but I’ll also copy-paste the release notes here, for anyone interested.
This update adds two new major features:
- You can now use “export from collections” mode, which allows you to select which collections you’d like to export objects from. Objects in other collections will not be exported. This should prove to be a major improvement for user experience, as the only option for this effect before required a workaround with many more steps.
- OmUlette now respects custom normals when exporting, and I’ve also added a toggle to just use simplified normals per vertex instead of per-face corner, as OmUlette worked before. OmUlette tries to reduce the number of duplicate vertices needed for split normals similar to how it does for uv mapping, but the new method will demand a few more duplicate vertices. (In practice, I wouldn’t expect this to be too bad as split normals are likely to be along the same edges as uv seams.) If you really need more performance out of your models, I’d recommend setting “ignore custom normals” to true.
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