io_scene_b3d (updated for Blender 5.1)

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L-Dog
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io_scene_b3d (updated for Blender 5.1)

by L-Dog » Post

I spent a day to update the io_scene_b3d to work on Blender 5.1.. and lesser versions.

this is key to making Mobs and items in Minetest.

https://github.com/N-nec/io_scene_b3d/tree/main

Iv tested it on 5.1

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Blockhead
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Re: io_scene_b3d (updated for Blender 5.1)

by Blockhead » Post

You should send a PR to https://github.com/GreenXenith/io_scene_b3d

GLTF is the future, with more tools available to work with it too.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

L-Dog
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Re: io_scene_b3d (updated for Blender 5.1)

by L-Dog » Post

Blockhead wrote:
Sun Apr 12, 2026 03:45
You should send a PR to https://github.com/GreenXenith/io_scene_b3d

GLTF is the future, with more tools available to work with it too.
Whats GLTF?

And ok ill make a PR

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Re: io_scene_b3d (updated for Blender 5.1)

by L-Dog » Post

Blockhead wrote:
Sun Apr 12, 2026 03:45
You should send a PR to https://github.com/GreenXenith/io_scene_b3d

GLTF is the future, with more tools available to work with it too.
I cant create a PR because im not a collabor.

Could you ask the people who maintain the Minetest Engine to add another input key, i would like 'X' button to be player Crawl?

I had it as Shift Button but it was messy.

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Re: io_scene_b3d (updated for Blender 5.1)

by Blockhead » Post

L-Dog wrote:
Sun Apr 12, 2026 10:39
I cant create a PR because im not a collabor
This is because your repository is not related on GitHub. Here are the steps to get to where you can make a PR properly:
  1. Make sure you have a good backup of your version of the code
  2. Delete your repository off GitHub
  3. Push the fork button on the original - at least I assume that's your source for things
  4. Copy your version over the top, checking it still works properly
  5. Git commit with a tool like git on the command line, Git for Windows, GitHub Desktop, ...
  6. Git push to your fork
Then you should be able to make PRs. Let me know if you need help or want me to look into doing the PR.
L-Dog wrote:
Sun Apr 12, 2026 10:39
Could you ask the people who maintain the Minetest Engine to add another input key, i would like 'X' button to be player Crawl?

I had it as Shift Button but it was messy.
99% certain they aren't interested in adding any more specific keybinds, only a generic keybind API. #12488.
L-Dog wrote:
Sun Apr 12, 2026 10:30
Whats GLTF?
https://github.com/luanti-org/luanti/bl ... pi.md#gltf
viewtopic.php?t=31133 - yes, this does point out that it can actually be harder than B3D if you have a working B3D exporter. I still applaud you for doing the updating work of course
https://docs.luanti.org/about/changelog/ - Ctrl+F for "gltf"
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L-Dog
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Re: io_scene_b3d (updated for Blender 5.1)

by L-Dog » Post

Blockhead wrote:
Sun Apr 12, 2026 12:46
L-Dog wrote:
Sun Apr 12, 2026 10:39
I cant create a PR because im not a collabor
This is because your repository is not related on GitHub. Here are the steps to get to where you can make a PR properly:
  1. Make sure you have a good backup of your version of the code
  2. Delete your repository off GitHub
  3. Push the fork button on the original - at least I assume that's your source for things
  4. Copy your version over the top, checking it still works properly
  5. Git commit with a tool like git on the command line, Git for Windows, GitHub Desktop, ...
  6. Git push to your fork
Then you should be able to make PRs. Let me know if you need help or want me to look into doing the PR.
L-Dog wrote:
Sun Apr 12, 2026 10:39
Could you ask the people who maintain the Minetest Engine to add another input key, i would like 'X' button to be player Crawl?

I had it as Shift Button but it was messy.
99% certain they aren't interested in adding any more specific keybinds, only a generic keybind API. #12488.
L-Dog wrote:
Sun Apr 12, 2026 10:30
Whats GLTF?
https://github.com/luanti-org/luanti/bl ... pi.md#gltf
viewtopic.php?t=31133 - yes, this does point out that it can actually be harder than B3D if you have a working B3D exporter. I still applaud you for doing the updating work of course
https://docs.luanti.org/about/changelog/ - Ctrl+F for "gltf"



I tested what was better, B3D or GLB.. and GLB is better, smoother lighting on the textures. so i created a helper for Minetest to play the animations

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Wuzzy
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Re: io_scene_b3d (updated for Blender 5.1)

by Wuzzy » Post

Thanks a lot for this! This will come in handy if I need to touch B3D again.

These days, GLTF is easier to work but B3D support is highly appreciated.

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Re: io_scene_b3d (updated for Blender 5.1)

by L-Dog » Post

Wuzzy wrote:
Tue Apr 14, 2026 14:18
Thanks a lot for this! This will come in handy if I need to touch B3D again.

These days, GLTF is easier to work but B3D support is highly appreciated.
im happy to help... hopefully it will help people create stuff for the game.

i did notice an issuse, i tested it for exporting older version blend (so opening a 2.79 version blend file in a 5.1) then exporting it, without changing anything, as B3D... I seen an problem with some bones being stretching massively. you could just change it in the dope sheet though.

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Re: io_scene_b3d (updated for Blender 5.1)

by L-Dog » Post

I Noticed... When i Import B3D Without Animations (the box unticked) .. the models import Good

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