On Fri, 2012-08-17 at 16:42 +0200, Vincent Knecht wrote: > So what's the most practical way to deal with them ?
Probably the best thing that can be made would be to extend io_scene_cs in order to manage as most modifiers as possible. This is not always tricky although, and the array one is most probably not the simplest... Do you intend to use that array modifier only to duplicate some objects, or is it in order to animate them? The animation won't be simple to export in CS, but if that's for duplicating the objects, then you can also link and/or group your objects (see some examples at http://crystalspace3d.org/trac/CS/browser/CSAssets/trunk/blender). > Something like putting the original object + modifier in another > layer, > copying it in main layer and applying it only in that first layer, > later deleting the applied object and replacing it with newly moded > one ? Or maybe a solution would be to have the io_scene_cs script applying all/most modifiers on the duplicated scene? We should check what was doing the original b2cs about that... > Speaking of layers, the manual doesn't mention them. > iirc b2cs used to export only the first one, or perhaps only the > selected ones ? > How does io_scene_cs process them ? IIRC the layers are not taken into account until now, it exports every visible objects whatever their layer. ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:crystal-main-requ...@lists.sourceforge.net?subject=unsubscribe