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Blender addon that exports models for RPG Developer BAKIN.

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Ingenoire/bakin-blender-exporter

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bakin-blender-exporter

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A Blender Addon that allows you to quickly export (in a single-click) FBX models and their material definitions (.def files) for RPG Developer BAKIN, letting you easily import your models into Bakin without having to manually import every texture for every model!

Usage

  • Install the blender add-on by going to Edit -> Preferences, going to Add-ons, and selecting in the top-right the Install from Disk option (hidden in a small square on 4.2+)
    • On older versions of Blender, make sure to tick the box to enable the add-on.
  • You'll find the Add-on on the right menu, which can be opened by pressing N, or clicking on the little arrow.
  • Make sure your model uses Principled BSDF shader nodes (PBR), and save the blend file project.
  • Make sure your texture nodes in the shader nodes connect to the standard inputs.
  • Define a model name in the addon. This will define the folder name, model filename, and def filename, and will be saved in the folder where your blend file is.
  • Press "Export FBX+DEF".
  • Import the model into RPG Developer BAKIN.

Features

  • Exports your model, textures, and a material definition file (.def) in a single folder.
  • Generates Mask Maps according to BAKIN's specifications from the model's Shader Node textures: Roughness, Metallic, Emissive and Specular.
  • Invert the color of any of the four textures that form the Mask Map.
  • Contains information regarding troubleshooting errors and possible improvements on the BAKIN side.
  • Three UI languages: English, Japanese (AI-translated) and Simplified Chinese (AI-translated).

Precaution

  • This won't make your model look 1:1 with Blender.
  • Your model, even if it's PBR, might not work for reasons beyond my control.
  • Emissive and Specular are untested (Emissive was "tested", but not really, I have no clue how it works)
  • Some troubleshooting advice are on the addon itself:
    • Join models together if they share material names, or rename materials to be different if they're actually different.
    • Try to keep shader node shenanigans as low as possible, or preferably bake your textures with an addon like Simple Bake.
    • Having multiple textures connected to a single input on the Principled BSDF probably won't work / get the wrong texture.
  • I'm just as clueless as you are, I just "made" this addon by wrestling with two different AIs. Feel free to improve/fix upon this addon, I literally don't know much about 3D modelling in general.

Credits

  • Models shown are from Blenderkit (https://www.blenderkit.com/)
  • Code was (mostly) generated through ChatGPT (with a lot of troubleshooting and fixing).