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OD_CopyPasteExternal Copies and Pastes 3D Data Between Apps

8

This is one of those ideas that make you wonder why nobody has thought of it yet! Copy 3D data from one app, and paste it straight into another.

cresshead writes:

Oliver Hotz has created an open source tool that will allow you to copy and paste geometry between 3D applications. Not only geometry but surface/material names, SubDs, weight maps, UV maps....

There is support for Blender, Houdini, lightwave, Modo 3dsMax Sketchup Rhino and Maya. He's made it open source and is hoping it will be improved upon. You can see what apps and what each supports at github.

Lightwave > Blender > Houdini and back to Lightwave

3dsMax > Blender back to 3dsMax
(please note the 3dsMax version is w.i.p. so there's a few work around to be done currently)

Lightwave to Modo demo video

https://www.youtube.com/watch?v=6jKi34irylo

8 Comments

  1. Wow this is really interesting, perhaps for Zbrush and 3dCoat can be really Usefull. Very very interesting plugin.

  2. That's exactly why I love the Blender community! People in the Blender userbase are sooo more than just "I wish my tool had this or that function". Great job!!!

  3. yes it's pretty amazing,
    we're hoping that as time goes on that we get developers from each app to hone the code and maybe add stuff in there.

    right now the most full code is probably lightwave, modo and blender.

    other apps we hope to get aboard but need coders for it are:
    C4D
    Xsi softimage
    unreal engine
    unity
    Zbrush
    3D coat
    Moi

    it's open source so anyone can jump in and give it a go

  4. Brian Lockett on

    It's reminiscent of Fabric Engine in concept, though, quite different in execution. Interesting stuff.

  5. Really usefull I think, especially for game development where you don't want to save files first and import but just want copy and paste and see direct results.

    For Unity3D however, you need to create a mesh data file and then create a new gameobject with this data. Would be cool paste the mesh data into an object you have selected and has a meshFilter on it. So this way you can choose where to paste your 3d data into. And if none is selected, you could just create a new gameobject with that mesh data.

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