Blender to unity script modification

His all.

In unity, there’s a script for importing .blend

I guess that it works with unity launching blender with the blend file as parameter and running a small script that ask blender to export fbx file.
Of course all this can be done by hand but beeing automated is pretty appreciable.

here’s this small piece of code:

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import bpy.ops
import bpy
 
minor = bpy.app.version[1]
 
blender280 = minor >= 80
 
if not blender280:
        try:
            import io_scene_fbx.export_fbx
        except:
            print('error: io_scene_fbx.export_fbx not found.')
            # This might need to be bpy.Quit()
            raise
 
# Find the Blender output file
import os
outfile = os.getenv("UNITY_BLENDER_EXPORTER_OUTPUT_FILE")
 
# Do the conversion
print("Starting blender to FBX conversion " + outfile)
 
if blender280:
    bpy.ops.export_scene.fbx(filepath=outfile,
        check_existing=False,
        use_selection=False,
        use_active_collection=False,
        object_types= {'ARMATURE','CAMERA','LIGHT','MESH','EMPTY'},
        use_mesh_modifiers=True,
        mesh_smooth_type='OFF',
        use_custom_props=True,
        apply_scale_options='FBX_SCALE_ALL'
    )
else:
    # blender 2.58 or newer
    import math
    from mathutils import Matrix
    # -90 degrees
    mtx4_x90n = Matrix.Rotation(-math.pi / 2.0, 4, 'X')
 
    print("moo")
 
    class FakeOp:
        def report(self, tp, msg):
            print("%s: %s" % (tp, msg))
 
    exportObjects = ['ARMATURE', 'EMPTY', 'MESH']
 
    minorVersion = bpy.app.version[1];
    if minorVersion <= 58:
        # 2.58
        io_scene_fbx.export_fbx.save(FakeOp(), bpy.context, filepath=outfile,
            global_matrix=mtx4_x90n,
            use_selection=False,
            object_types=exportObjects,
            mesh_apply_modifiers=True,
            ANIM_ENABLE=True,
            ANIM_OPTIMIZE=False,
            ANIM_OPTIMIZE_PRECISSION=6,
            ANIM_ACTION_ALL=True,
            batch_mode='OFF',
            BATCH_OWN_DIR=False)
    else:
        # 2.59 and later


        kwargs = io_scene_fbx.export_fbx.defaults_unity3d()
        io_scene_fbx.export_fbx.save(FakeOp(), bpy.context, filepath=outfile, **kwargs)

    # HQ normals are not supported in the current exporter



print("Finished blender to FBX conversion " + outfile)

I tried to modify this code but without any success :frowning:
I changed the end of this script with this:

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# 2.59 and later
 
        # HACK SELECTIVE BLENDER IMPORT
        for obj in bpy.data.objects:
            obj.select = False if obj.name[0] in '_.' else True
        #end HACK
 
 
 
        kwargs = io_scene_fbx.export_fbx.defaults_unity3d()
 
        # HACK SELECTIVE BLENDER IMPORT
        kwargs["use_selection"] = True
        #end HACK
 
        io_scene_fbx.export_fbx.save(FakeOp(), bpy.context, filepath=outfile, **kwargs)
 
    # HQ normals are not supported in the current exporter
 
 
 
print("Finished blender to FBX conversion " + outfile)

What i would like to achieve is to prevent blender from exporting objects with a name starting with an ‘_’
Sounds pretty simple to achieve but i could not make this work :frowning:

could anyone help me please and tell me what am doing wrong ?

thanks in advance :slight_smile:

and happy blending !

This isn’t actually the best to ask for help. It’s best to ask on the python-list or python-tutor mailing list (or potentially a Blender-specific place).