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@@ -30,7 +30,7 @@ bl_info = { # pylint: disable=invalid-name
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"blender": (2, 80, 0),
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"location": "File > Import-Export",
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"description": ("Export Godot Scenes to a format that can be efficiently "
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- "imported. "),
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+ "imported."),
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"warning": "",
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"wiki_url": ("https://godotengine.org"),
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"tracker_url": "https://github.com/godotengine/blender-exporter",
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@@ -93,9 +93,9 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
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use_export_animation: BoolProperty(
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name="Export Animation",
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description="Export all the animation actions (include actions "
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- "in nla_tracks), note that by default blender animation "
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- "is exported as actions, so every node would have their "
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- "own AnimationPlayer hold their actions",
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+ "in nla_tracks), note that by default Blender animation "
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+ "is exported as actions, so every node would have its "
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+ "own AnimationPlayer holding its actions",
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default=True,
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)
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use_export_material: BoolProperty(
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@@ -121,41 +121,41 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
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)
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generate_external_material: BoolProperty(
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name="Generate External Material",
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- description="If turned on, materials in the exported scene would "
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+ description="If turned on, materials in the exported scene will "
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"generate external .material files when imported to "
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- "godot, thus make it easy for material reusing",
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+ "Godot, thus make it easy for material reusing",
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default=False,
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)
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animation_modes: EnumProperty(
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name="Animation Modes",
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- description="Configuration of how blender animation data being "
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- "exported to godot AnimationPlayer as well as the "
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+ description="Configuration of how Blender animation data is "
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+ "exported to Godot AnimationPlayer as well as the "
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"placement of AnimationPlayers in the node tree.",
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default="ACTIONS",
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items=(
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(
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"ACTIONS", "Animation as Actions",
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- "Each animated node would have their own AnimationPlayer"
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+ "Each animated node will have its own AnimationPlayer"
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),
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(
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"SCENE_ANIMATION", "Scene Animation",
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- "All the animations of the whole scene would be placed "
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+ "All the animations of the whole scene will be placed "
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"into one AnimationPlayer at scene root"
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),
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(
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"SQUASHED_ACTIONS", "Animation as Actions with Squash",
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"Animation is exported as actions of nodes, but instead "
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"of having an individual AnimationPlayer for each node, "
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- "this configuration would squash children nodes' actions "
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+ "this configuration will squash children nodes' actions "
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"to their parents"
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)
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)
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)
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material_search_paths: EnumProperty(
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name="Material Search Paths",
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- description="Search for existing godot materials with names that match"
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- "the blender material names (ie the file <matname>.tres"
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- "containing a material resource)",
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+ description="Search for existing Godot materials with names that "
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+ "match the Blender material names (i.e. the file "
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+ "<matname>.tres containing a material resource)",
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default="PROJECT_DIR",
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items=(
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(
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@@ -168,7 +168,7 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
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),
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(
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"PROJECT_DIR", "Project Directory",
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- "Search for materials in the godot project directory"
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+ "Search for materials in the Godot project directory"
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),
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)
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)
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