I3D Mapping¶
The exporter has the possibility of automatically exporting node indexes into the i3d-mapping of the xml file for your mod. It gives you the option of individually enabling/disabling the mapping per object in blender and even renaming them if you want a different name in the mapping vs. what you have in blender.
Setup¶
To enable i3d-mapping for your project, you need to inform the exporter of the path to your xml-file.
The file you pick needs to be a valid xml file or else you will get an error.
Note
Currently the <i3dMappings> element needs to be present in the xml-file for the exporter to be able to do the mapping
Usage¶
To get your nodes mapped to the correct indexes in the i3d-file you need to enable i3d-mapping for the object in blender and optionally give it a name, if you don’t want to use the name from blender. The option can be found at
Gotchas¶
If you have not installed lxml and is using the default xml-library, then you will notice something most unfortunate with your xml-file.
All of the attributes you have setup for different things is now listed in alphabetical order instead of whatever order you placed them in. This is because xml technically don’t care about the order of attributes and since the exporter is reading in the whole file to eventually export it out again, it does the attributes in alphabetical order. The attribute order can be maintained when using lxml, but not with the builtin library.
Examples¶
If you have something likes this
where all of the objects have i3d-mapping turned on and Cube.001 has the alternative name of Awesome Cube
Then you would get this
in the xml-file you have selected.