godot-blender-exporter | Addon for Blender to directly export to a Godot Scene | Addon library

 by   godotengine Python Version: Current License: GPL-2.0

kandi X-RAY | godot-blender-exporter Summary

kandi X-RAY | godot-blender-exporter Summary

godot-blender-exporter is a Python library typically used in Plugin, Addon applications. godot-blender-exporter has no bugs, it has no vulnerabilities, it has build file available, it has a Strong Copyleft License and it has medium support. You can download it from GitHub.

Addon for Blender to directly export to a Godot Scene

            kandi-support Support

              godot-blender-exporter has a medium active ecosystem.
              It has 936 star(s) with 118 fork(s). There are 65 watchers for this library.
              It had no major release in the last 6 months.
              There are 104 open issues and 135 have been closed. On average issues are closed in 83 days. There are 6 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of godot-blender-exporter is current.

            kandi-Quality Quality

              godot-blender-exporter has 0 bugs and 0 code smells.

            kandi-Security Security

              godot-blender-exporter has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              godot-blender-exporter code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              godot-blender-exporter is licensed under the GPL-2.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              godot-blender-exporter releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              Installation instructions, examples and code snippets are available.
              godot-blender-exporter saves you 2263 person hours of effort in developing the same functionality from scratch.
              It has 5064 lines of code, 306 functions and 23 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed godot-blender-exporter and discovered the below as its top functions. This is intended to give you an instant insight into godot-blender-exporter implemented functionality, and help decide if they suit your requirements.
            • Export a transform action
            • Splits the furve data path into the data path
            • Convert a blend path to abone name
            • Evaluate the Fourier curve
            • Creates an xpath action that represents a constrained xpath action
            • Returns True iffff the action has fcurves
            • Find the rest of a bone
            • Checks if the object has constraints
            • Parse a single shader node
            • Exports a light node
            • Export a single camera action
            • Convert to keys object
            • Parse the given node into a fragment
            • Parse a shader node
            • Creates a NodeTemplate instance from an escn_file
            • Creates a skeleton node for the given armature object
            • Export to a file
            • Parse node_to_code
            • Exports light node
            • Convert to Map object
            • Parse a single node
            • Parse a single node into a fragment
            • Create a camera node
            • Exports a curve node
            • Execute the export method
            • Parse a node into a fragment
            Get all kandi verified functions for this library.

            godot-blender-exporter Key Features

            No Key Features are available at this moment for godot-blender-exporter.

            godot-blender-exporter Examples and Code Snippets

            No Code Snippets are available at this moment for godot-blender-exporter.

            Community Discussions


            Microk8s dashboard using nginx-ingress via http not working (Error: `no matches for kind "Ingress" in version "extensions/v1beta1"`)
            Asked 2022-Apr-01 at 07:26

            I have microk8s v1.22.2 running on Ubuntu 20.04.3 LTS.

            Output from /etc/hosts:



            Answered 2021-Oct-10 at 18:29
            error: unable to recognize "ingress.yaml": no matches for kind "Ingress" in version "extensions/v1beta1"

            Source https://stackoverflow.com/questions/69517855


            Type Error: this.getOptions is not a function For style-loader
            Asked 2022-Feb-17 at 23:50


            While using Storybook, I am running npm run storybook and getting the error below.



            Answered 2021-Jul-29 at 17:17


            After taking a step back, I realized that I could try out what I did to fix the sass-loader issue: downgrading major versions.


            • Downgraded style-loader 1 major version to 2.0.0: npm i style-loader@2.0.0
            • Then, as luck would have it, I ran into the same issue with css-loader
            • Downgraded css-loader 1 major version to 5.2.7: npm i css-loader@5.2.7


            By downgrading all of the loaders one major version, I was able to get it to work.

            Source https://stackoverflow.com/questions/68580273


            Global SCSS style is no longer loaded in Storybook with Angular 12
            Asked 2022-Feb-14 at 10:46

            I am migrating a library to use Angular and Material 12 (currently in version 10), and Storybook is used to expose the various components of this library. To do so, I upgraded Angular and Material to version 12 with the Angular Update Guide, Storybook to version 6.3 with npx sb upgrade and I followed the steps described here to fully migrate Storybook and use webpack5.

            Unfortunately, the base.scss file previously included globally in the rendering of stories is no longer included (stories are now without any CSS). This base.scss file is included in a Typescript file with:

            import '!style-loader!css-loader!sass-loader!./base.scss';

            With Storybook 6.3 and Angular 10, everything works perfectly.

            To fix that, I tried to add this configuration in main.js, as it is described in the documentation:



            Answered 2021-Oct-15 at 14:38

            I have answered my question. In fact there was no need to change the webpack configuration for my case. It was enough to add the @storybook/preset-scss addon.

            The problem was described here. I needed to downgrade Angular to 12.1 version. I was in 12.2.

            Hopefully this helps someone.

            Source https://stackoverflow.com/questions/69585145


            Storybook error when using Webpack5 with Next.JS app + Typescript
            Asked 2022-Feb-08 at 19:42

            I am trying to set up a fresh next.js app using Typescript and Storybook.

            Following some guides online gets me fairly close but I note that the rendered 'HomePage' story is missing styling

            compared with what I get when I simply run



            Answered 2022-Feb-08 at 19:42

            Found the answer here -> https://github.com/storybookjs/storybook/issues/15336

            The solution is simply to add the following to .storybook\main.js

            Source https://stackoverflow.com/questions/70637257


            Colab: (0) UNIMPLEMENTED: DNN library is not found
            Asked 2022-Feb-08 at 19:27

            I have pretrained model for object detection (Google Colab + TensorFlow) inside Google Colab and I run it two-three times per week for new images I have and everything was fine for the last year till this week. Now when I try to run model I have this message:



            Answered 2022-Feb-07 at 09:19

            It happened the same to me last friday. I think it has something to do with Cuda instalation in Google Colab but I don't know exactly the reason

            Source https://stackoverflow.com/questions/71000120


            Minikube dashboard ingress
            Asked 2022-Feb-05 at 21:52

            Im trying to make an ingress for the minikube dashboard using the embedded dashboard internal service.

            I enabled both ingress and dashboard minikube addons.

            I also wrote this ingress YAML file :



            Answered 2021-Dec-13 at 11:10

            I had similar issues with Minikube's Ingress, but I was using Windows.

            After indepth search, I discovered that the problem came from Docker's driver.

            I changed the driver to VirtualBox and Ingress started behaving as expected.

            This entry provides further details.

            Source https://stackoverflow.com/questions/70237546


            NPM CI error bindings not accessible from watchpack-chokidar2:fsevents
            Asked 2022-Feb-02 at 12:53

            When I run npm ci on Github Actions I got the error:



            Answered 2021-Sep-20 at 20:57

            Solved removing packages-lock.json and running again using NodeJS 14 (was 10)

            Source https://stackoverflow.com/questions/69225852


            What should the result be when assigning a variable to a reference to itself, in-between modified and then returned by a function call?
            Asked 2022-Feb-02 at 00:42
            int& addOne(int& x)
                x += 1;
                return x;
            int main()
                int x {5};
                addOne(x) = x;
                std::cout << x << ' ' << addOne(x);


            Answered 2022-Feb-02 at 00:42

            Since C++17 the order of evaluation is specified such that the operands of = are evaluated right-to-left and those of << are evaluated left-to-right, matching the associativity of these operators. (But this doesn't apply to all operators, e.g. + and other arithmetic operators.)

            So in

            Source https://stackoverflow.com/questions/70909321


            How to penetrate or cut holes through a 2D foreground
            Asked 2022-Jan-22 at 03:11

            I'm currently making a 2D game in Javascript, but I want to the game to have different lighting levels, for example, if I were to create a day and night cycle. However, I want to be able to cut holes in the lighting/foreground, or do something so that I can make certain parts of the screen lit up, for example like a flashlight or candle. Note: I'm also using the P5.js library.

            The most obvious idea that came to mind for going about in creating a foreground is just creating a rectangle with some opacity that covers the entire screen. This is good, but how am I supposed cut through this? Obviously, the code below won't work because I'm just layering on another element, and the rectangle is still obstructed and not perfectly clear.



            Answered 2022-Jan-22 at 03:11

            The erase() function may be what you are looking for. It is more flexible than trying to explicitly paint over the areas you want to cover (such as in the approach of using the stroke of a circle and rectangle to cover everything except a circle). And it is easier to use than beginContour() since you can use it with any of the built in drawing primitives (rect, ellipse, triangle, etc).

            Source https://stackoverflow.com/questions/70807530


            Linking local Openssl to Nodejs C++ addon
            Asked 2022-Jan-09 at 23:32

            I am writing a C++ addon for Nodejs which uses OpenSSL 3 and I keep getting this error when trying to compile the code with the command node-gyp build:

            /Users/myuser/Library/Caches/node-gyp/17.0.1/include/node/openssl/macros.h:155:4: error: "OPENSSL_API_COMPAT expresses an impossible API compatibility level"

            I can see that the OpenSSL used here is included from the NodeJS folder, is there any way to link the OpenSSL library I installed with homebrew on my mac M1?

            My binding.gyp file looks like this:



            Answered 2022-Jan-09 at 23:32

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install godot-blender-exporter

            If you find bugs or want to suggest improvements, please open an issue on the upstream GitHub repository.
            Copy the io_scene_godot directory the location where Blender stores the scripts/addons folder on your system. Copy the entire directory and not just its contents. For instance, on Linux, add-ons should be installed in $HOME/.config/blender/<version>/scripts/addons (create folders as needed). <version> should be replaced with your Blender version (such as 2.83 or 2.91 - don't include the letter or patch number if there is one). See Blender directory layout for more information.
            Go to the Blender settings and enable the "Godot Exporter" plugin.
            Export your file with File -> Export -> Godot Engine (.escn).


            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone godotengine/godot-blender-exporter

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