An addon for Blender that allows you to export dae/gr2 files for the game Divinity: Original Sin 2 - Definitive Edition.
- Export to dae, or export to gr2 if the path to divine.exe is set.
- Automatically rotate the object for DOS2's Y-Up world (Blender is Z-Up).
- Use the layer name, active object name, or action name (animations) when exporting.
- Use built-in presets for quick exporting.
- Specify project pathways to skip having to manually navigate to the correct folder when exporting.
- Specific Custom Properties on meshes are exported (Rigid, Cloth, MeshProxy). You can also globally flag your meshes with one of these flags.
- Download this repository as a zip (using the green Clone or download button).
- Save the addon somewhere where you can find it again.
- Extract the zip.
- Copy the folder
io_scene_dos2de
. Make sure this is the folder with the scripts under it (io_scene_dos2de\__init__.py
etc). - Paste the
io_scene_dos2de
folder into your addons folder. Default pathway:
%APPDATA%\Blender Foundation\Blender\2.79\scripts\addons
- (Optional) Refer to Blender's guide for installing addons here: Install from File. It has a tip section for setting up a separate scripts/addons folder, outside of your appdata.
- In Blender, navigate to File -> User Preferences -> File.
- The pathway for "Scripts" is where Blender will read new addon folders from. Add a pathway if it's blank.
- Clone the repository.
- Create a junction to the
io_scene_dos2de
inside your scripts/addons folder.- You can create a junction with this command line command:
mklink /j "C:\Path1\io_scene_dos2de" "C:\Path2\scripts\addons\io_scene_dos2de"
Rename | Description |
---|---|
Path1 | This should be the path where you cloned the repo. We want to junction the io_scene_dos2de folder inside that contains all the py scripts. |
Path2 | This is where your scripts/addons folder for Blender is. Either the AppData folder, or the custom scripts folder you set. We want to junction the io_scene_dos2de folder with the py scripts to this folder. |
- Alternatively, this program allows junction/symlink creation via right clicking files/folders in a file explorer: Link Shell Extension
- With this program installed, right click the io_scene_dos2de folder and select "Pick Link Source", then go to scripts/addons, right click the background, and select Drop As... -> Junction.
- In Blender, navigate to File -> User Preferences -> Add-ons
- Either search for "Divinity", or click Community, then Import-Export.
- Check the checkbox next to "Divinity Collada Exporter".
- I don't see the addon inside Blender.
Make sure the folder with the scripts (io_scene_dos2de/init.py, etc) is the folder inside scripts/addons. Blender won't read a nested folder. For example, if your folder is located like so:scripts/addons/io_scene_dos2de/io_scene_dos2de
, Blender won't load the scripts or recognize the addon.
This is the pathway to divine.exe, bundled with Norbyte's Export Tool. If set, the addon can export to the GR2 format, using divine.
If checked, "Convert to GR2" will automatically be checked when exporting. Requires divine.exe's path to be set.
If set, the addon will default to the selected preset when opening it up for the first time.
Project pathways can be configured for quicker exporting.
The "root" folder your blend files will be under. This is a parent folder the addon will compare your blend file's pathway against.
When the above folder is found in the blend's pathway, this folder will be the default root when exporting.
If checked and a project folder is detected, the current preset will automatically determine the subfolder. For instance, if you have a project folder set, and an export folder set to Public/Modname_UUID/Assets, then selecting the "Model" preset defaults the exported file to "Assets/Model".
This is a heavily modified version of Godot Engine's "Better" Collada Exporter for Blender, located here: https://github.com/godotengine/collada-exporter
Special thanks to Norbyte for developing and maintaining https://github.com/Norbyte/lslib, which is the sole reason we can even convert models to DOS2's format in the first place.