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babylonjs-blender

v1.3.0

Published

Invoke blender to run the babylonjs exporter on a scene.

Downloads

3

Readme

Build Status Build status

Synopsis

This makes it easier (hopefully) to export a Blender scene as BabylonJS, reducing the need to write custom tools for your own buildsystem.

Installation

To use this module, you must perform the following configuration steps:

  1. Ensure blender is in your PATH. If you are using Windows, it is your responsibility to figure out how to do this. Most Operating Systems and Package Managers will manage this for you—and if they don’t, that means you know what you are doing and are thus on your own ^^.

  2. Install (official/normal, Tower of Babylon not supported—patches welcome of course) the BabylonJS Blender Exporter from here into Blender. You may use the node-babylonjs-blender-install command to automatically do this for you. This command downloads a specific known working addon version by default, but if you specify a .zip file as an argument it will install that as a Blender addon for you (even non-BabylonJS addons).

Usage

Currently, all of the interfaces operate on real files. If other sorts of handling is needed, please submit patches/issues to discuss both how to do this and what the API should look like.

Currently, blender is interacted with in a sessionless way, but it is possible that great performance gains could be realized by persisting and reusing a blender instance for many scenes. The API and CLI provide a batching interface, so any improvements to the implementation will automatically benefit consumers of those interfaces.

CLI

Installation

Depending on how you use npm, the following might be how you obtain this tool:

$ npm install -g babylonjs-blender

Usage

The CLI is quite simplified but it does (pointlessly, for now) support batching. Just specify all of the files that need to be exported as arguments:

$ node-babylonjs-blender myBlendFile1.blend myBlendFile2.blend

Each output shall be written out to the current directory with .blend stripping off (if it exists) and .babylon appended. Appending .babylon is not optional and is intended to encourage respect of conventions.

To run jobs in parallel, use -j. This is similar to make(1)’s -j except that for specifying unlimited jobs you have to provide an empty string as an argument because of the limitations of the used getopt(3) implementation. However, it is recommended not to use unlimited jobs unless you know what you are doing.

4 parallel jobs:

$ node-babylonjs-blender -j4 *.blend

Unlimited jobs example for completeness:

$ node-babylonjs-blender -j '' *.blend

To request the exporter to inline textures (instead of emitting them as separate files), use the -i option. This will make the resulting files easier to load but will prevent BabylonJS from doing incremental loading.

For a review of options, see -h or --help:

$ node-babylonjs-blender --help

API

Installation

To reference in your project to consume the API, install the npm babylonjs-blender package package:

$ npm install --save babylonjs-blender

Usage

The module is callable. You may pass a job to it (a plain object with input and output keys) or pass those as separate arguments. It returns a Promise whose value is a job object. If you passed in a plain object job, the resolved value is identical. Otherwise, it is generated. If output was not supplied (as an argument or key), the resolved value’s output key will specify the path of the exported file.

const babylonjsBlender = require('babylonjs-blender');
babylonjsBlender('myFile.blend', 'arbitraryName.babylon').then(job => {
  console.log('Blender finished');
});
babylonjsBlender('myFile.blend').then(job => {
  console.log(`Blender wrote output to ${job.output}.`);
});
babylonjsBlender({
  input: 'myFile.blend',
  inlineTextures: true,
}).then(job => {
  console.log(`Blender wrote output to ${job.output}.`);
});

Job Object

As mentioned, each job is represented by a plain object. The keys are defined as follows:

  • input in (required): The path to the input Blender file.

  • output in/out (optional): The path to the destination file. Will be set for you if unspecified.

  • outputPath in/out (optional): The path to store textures in. Defaults to path.dirname(output). Will be set for you if unspecified.

  • builtAssets out: The filenames (relative to outputPath) of any generated textures. If inlineTextures will always be empty.

  • inlineTextures in/out (optional): Inline textures rather than writing them as separate files. This asks the blender exporter addon to embed the textures as data:image… URis directly in the generated babylon file. Defaults to false.

  • userData in/out (optional): This key is set aside for the caller’s use. No future version of this library will repurpose this key for itself. This may be useful to tack arbitrary data to a job. Note that you may opt to use Symbols directly on the object instead.

Batching

It is conceivable that in the future this module might gain the ability to reuse blender instances. If it does, each subsequent job can save up to the amount of time blender takes to initialize itself. The implementation does not support that now, but provides a batching API.

The exported BabylonjsBlenderWorker class may be instantiated to represent a reusable exporter instance. A worker is an object stream which accepts job objects (see above) or strings. The worker will process one job object at a time and emit a job object upon completion. If the output property was not set on the job, it will be set as the job is consumed.

const BabylonjsBlenderWorker = require('babylonjs-blender').BabylonjsBlenderWorker;
const worker = new BabylonjsBlenderWorker();
for (const job in ['a.blend', 'b.blend', ]) {
  worker.write(job);
}
worker.end();
worker.on('data', job => {
  console.log(`${job.input} exported to ${job.output}`);
});

As convenience, the worker also provides process() which returns a Promise and behaves much like calling the module as a function directly except that it uses the current worker. It also uses the streams interface, so if you have the stream piped to anywhere or are listening on any stream events, you will observe jobs created by it. You are free to mix this with streams-style code or call it multiple times prior to completion.

const BabylonjsBlenderWorker = require('babylonjs-blender').BabylonjsBlenderWorker;
const worker = new BabylonjsBlenderWorker();
worker.process('x.blend')
  .then(job => {
    console.log(`${job.input} exported to ${job.output}`);
  });
worker.end();

If you have a large number of jobs, it is recommended to pool workers and distribute jobs among them as they become available. Currently I do not know of a very easy way to do this, but I think the implementation of the CLI is an example of how to accomplish this.

The constructor accepts options which is passed through to the Transform constructor. You may override things like highWaterMark if you use that to control load balancing among workers (I haven’t found a good solution for this yet, but I’m imagining that a stream fanout/fanin construct could be made and automtaically balance based on highWaterMark and drain).