NOTE: If cloned straight from GitHub not all features are guranteed to work correctly.
For stable versions see the Releases on the GitHub page.
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- In Blender, go to
Edit
>Preferences
>Add-ons
- Click the dropdown arrow on the top right of the Preferences window and click
Install from Disk..
- Navigate to the
DmrVBM_Blender.zip
file (keep this zipped). Select it and clickInstall Add-on
- Enabled the
DmrVBM
addon by clicking the checkbox (if not done already.) - The DmrVBM panel can be found in the
Properties
>Scene
- If nothing shows up try
Edit
>Preferences
>Interface
>Display
> EnableDeveloper Extras
- If nothing shows up try
- With a GameMaker project open, go to
Tools
>Import Local Package
- Navigate to the
DmrVBM_GameMaker.yymps
file. Select the file and clickOpen
- Choose scr_dmrvbm to import into the project
- NOTE: To avoid conflicts when upgrading to v1.5, remove existing DmrVBM scripts before importing.
- NOTE again: v1.5 is NOT backwards compatible with v1.4 models or below. Old models will have to be re-exported.
- Collection-based workflow
- Individual collections can be marked as files to export.
- Each collection holds its own unique settings for the file it creates.
- Running the export on a parent collection will export marked child collections as individual files.
- Linked collections (like one containing a model) can be used to export model variants.
- Non-marked collections have their objects read as part of the file.
- Individual collections can be marked as files to export.
- Vertex buffer exports
- Vertex formats can be defined per collection out of a set of pre-defined attributes.
- Attributes can be set to export as floats or bytes
- Pack textures from materials into files.
- Override materials on export.
- Apply a python script before and/or after applying mesh modifiers.
- Skeleton exports
- Bones marked as deform are exported.
- Parameters for dynamic animation can be set with the Swing Bones panel.
- Collections not containing an Armature object will treat each object as a bone instead.
- Animation exports
- Mask out bones to export curves for.
- Property animations on object are also included in animation.
- Collision geometry exports
- Objects marked as collision will be exported as a list of triangle vertices for a Prism struct.
- Utilities
- Pad edges of textures under the 'MTL' tab to fill empty space.
- No-fuss Rendering
- Rendering models takes very few steps.
- Load model from file > Evaluate Animation > Set Matrices > Submit Model
- Data relevant to model is stored with model, including vertex format and textures.
- Rendering models takes very few steps.
- DmrVBM Types
- Model: Holds data needed to render vertex buffers with materials. Vertex buffer, format, and textures are stored here.
- Meshdef: Defines the start and number of vertices in vertex buffer to render, as well as a material index.
- Prism: Holds a list of triangles used for collision testing. Functions are provided to cast rays.
- Material: Specifies texture index and gpu state for rendering.
- Bone: Defines matrices for skeletal animation and vertex skinning. Represents object positions on non-character models.
- Animation: Can be sampled to retrieve values from exported curves. Holds transform and property curves.
Game Maker's native format is [Position 3f, Color 4B, UV 2f]