<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>xamlexporter Work Item Rss Feed</title><link>http://www.codeplex.com/xamlexporter/WorkItem/List.aspx</link><description>xamlexporter Work Item Rss Description</description><item><title>Created Issue: Port to Blender 2.6x [19082]</title><link>http://xamlexporter.codeplex.com/workitem/19082</link><description>Title says it all&lt;br /&gt;</description><author>Tonko</author><pubDate>Wed, 19 Dec 2012 11:57:35 GMT</pubDate><guid isPermaLink="false">Created Issue: Port to Blender 2.6x [19082] 20121219115735A</guid></item><item><title>Commented Issue: port to blender 2.5 [13778]</title><link>http://xamlexporter.codeplex.com/workitem/13778</link><description>The current version of the exporter script does not run in blender 2.5. It need be ported to the new python 3.1 syntax and use the new blender APIs.&lt;br /&gt;Comments: ** Comment from web user: ModiCharly ** &lt;p&gt;Hello,&lt;/p&gt;&lt;p&gt;I am currently developping an addon for Blender 2.5x exporting Blender scene into WPF xaml viewport.&lt;/p&gt;&lt;p&gt;You&amp;#39;ll find it on my blog&amp;#58;&lt;br /&gt;http&amp;#58;&amp;#47;&amp;#47;www.charly-studio.com&amp;#47;blog&amp;#47;blender-2-5-wpf-xaml-exporter&amp;#47;&lt;/p&gt;&lt;p&gt;Please, do not hesitate if you encounter any problem with it or if you have any feedback. I can&amp;#39;t promise I will make it evolve instanlty but I&amp;#39;ll do my best to release an helpfull final version at the end&amp;#33;&lt;/p&gt;&lt;p&gt;Hope it will help&amp;#33; &amp;#58;-&amp;#41;&lt;/p&gt;&lt;p&gt;Charles&lt;/p&gt;</description><author>ModiCharly</author><pubDate>Wed, 06 Jul 2011 13:36:43 GMT</pubDate><guid isPermaLink="false">Commented Issue: port to blender 2.5 [13778] 20110706013643P</guid></item><item><title>Created Issue: XAML Exporter and Blender 2.49b with 64bit machine [15369]</title><link>http://xamlexporter.codeplex.com/workitem/15369</link><description>I use xaml_export.py as guide but when exporting - error appear and fail to export to xaml&lt;br /&gt;64bit machine or Python&amp;#40;i use Python 2.6&amp;#41; &amp;#63;&lt;br /&gt;</description><author>kennywoo89</author><pubDate>Sat, 19 Feb 2011 03:25:42 GMT</pubDate><guid isPermaLink="false">Created Issue: XAML Exporter and Blender 2.49b with 64bit machine [15369] 20110219032542A</guid></item><item><title>Commented Issue: port to blender 2.5 [13778]</title><link>http://xamlexporter.codeplex.com/workitem/13778</link><description>The current version of the exporter script does not run in blender 2.5. It need be ported to the new python 3.1 syntax and use the new blender APIs.&lt;br /&gt;Comments: ** Comment from web user: bitbonk ** &lt;p&gt;I don&amp;#39;t think anyone is dedicated to this project anymore. I can&amp;#39;t reach TheRHogue.&lt;/p&gt;</description><author>bitbonk</author><pubDate>Mon, 09 Aug 2010 05:22:07 GMT</pubDate><guid isPermaLink="false">Commented Issue: port to blender 2.5 [13778] 20100809052207A</guid></item><item><title>Commented Issue: port to blender 2.5 [13778]</title><link>http://xamlexporter.codeplex.com/workitem/13778</link><description>The current version of the exporter script does not run in blender 2.5. It need be ported to the new python 3.1 syntax and use the new blender APIs.&lt;br /&gt;Comments: ** Comment from web user: vmrocha ** &lt;p&gt;Is there any estimate of when it will be available&amp;#63;&lt;/p&gt;</description><author>vmrocha</author><pubDate>Fri, 06 Aug 2010 13:45:23 GMT</pubDate><guid isPermaLink="false">Commented Issue: port to blender 2.5 [13778] 20100806014523P</guid></item><item><title>Created Issue: port to blender 2.5 [13778]</title><link>http://xamlexporter.codeplex.com/workitem/13778</link><description>The current version of the exporter script does not run in blender 2.5. It need be ported to the new python 3.1 syntax and use the new blender APIs.&lt;br /&gt;</description><author>bitbonk</author><pubDate>Sat, 24 Jul 2010 00:01:26 GMT</pubDate><guid isPermaLink="false">Created Issue: port to blender 2.5 [13778] 20100724120126A</guid></item><item><title>Commented Issue: No module named BPyMesh [10743]</title><link>http://xamlexporter.codeplex.com/workitem/10743</link><description>Running Blender 2.49b, XAML Exporter gives this error&amp;#58; &lt;br /&gt;&lt;br /&gt;Traceback &amp;#40;most recent call last&amp;#41;&amp;#58;&lt;br /&gt;  File &amp;#34;&amp;#60;string&amp;#62;&amp;#34;, line 1, in &amp;#60;module&amp;#62;&lt;br /&gt;  File &amp;#34;C&amp;#58;&amp;#92;Program Files&amp;#92;Blender Foundation&amp;#92;Blender&amp;#92;.blender&amp;#92;scripts&amp;#92;xaml_export&lt;br /&gt;.py&amp;#34;, line 90, in &amp;#60;module&amp;#62;&lt;br /&gt;    import BPyMesh&lt;br /&gt;ImportError&amp;#58; No module named BPyMesh&lt;br /&gt;Comments: ** Comment from web user: vmrocha ** &lt;p&gt;Use the zipped dist of blender. It comes with all the required libs.&lt;/p&gt;</description><author>vmrocha</author><pubDate>Wed, 21 Jul 2010 20:22:01 GMT</pubDate><guid isPermaLink="false">Commented Issue: No module named BPyMesh [10743] 20100721082201P</guid></item><item><title>Created Issue: export Geometry and Materials as Ressources [11972]</title><link>http://xamlexporter.codeplex.com/WorkItem/View.aspx?WorkItemId=11972</link><description>Let me decide if I want to tecide Geometry and Materials as Resources or inline.&lt;br /&gt;</description><author>bitbonk</author><pubDate>Mon, 01 Mar 2010 21:46:20 GMT</pubDate><guid isPermaLink="false">Created Issue: export Geometry and Materials as Ressources [11972] 20100301094620P</guid></item><item><title>Created Issue: let me decide between ModelVisual3D and Model3DGroup [11971]</title><link>http://xamlexporter.codeplex.com/WorkItem/View.aspx?WorkItemId=11971</link><description>We really need a way to configure wich items in the scenegraph get exported as ModelVisual3D and wich ones as Model3DGroup. ModelVisual3D has some unique features that are needed but not for all parts in the scenegraph need it.&lt;br /&gt;</description><author>bitbonk</author><pubDate>Mon, 01 Mar 2010 21:45:02 GMT</pubDate><guid isPermaLink="false">Created Issue: let me decide between ModelVisual3D and Model3DGroup [11971] 20100301094502P</guid></item><item><title>Commented Issue: No module named BPyMesh [10743]</title><link>http://xamlexporter.codeplex.com/WorkItem/View.aspx?WorkItemId=10743</link><description>Running Blender 2.49b, XAML Exporter gives this error&amp;#58; &lt;br /&gt;&lt;br /&gt;Traceback &amp;#40;most recent call last&amp;#41;&amp;#58;&lt;br /&gt;  File &amp;#34;&amp;#60;string&amp;#62;&amp;#34;, line 1, in &amp;#60;module&amp;#62;&lt;br /&gt;  File &amp;#34;C&amp;#58;&amp;#92;Program Files&amp;#92;Blender Foundation&amp;#92;Blender&amp;#92;.blender&amp;#92;scripts&amp;#92;xaml_export&lt;br /&gt;.py&amp;#34;, line 90, in &amp;#60;module&amp;#62;&lt;br /&gt;    import BPyMesh&lt;br /&gt;ImportError&amp;#58; No module named BPyMesh&lt;br /&gt;Comments: ** Comment from web user: bluemarble ** &lt;p&gt;I found a solution, go to http&amp;#58;&amp;#47;&amp;#47;www.koders.com&amp;#47;python&amp;#47;fid30278B946111D882EA61D8CD236E7638C0000AA1.aspx&amp;#63;s&amp;#61;opengl and download bpy_mesh.py and install it where you installed the xaml_export.py file.&lt;/p&gt;&lt;p&gt;more files will cascade, keep downloading and installing then the problem seems to go away&lt;/p&gt;</description><author>bluemarble</author><pubDate>Fri, 15 Jan 2010 19:14:46 GMT</pubDate><guid isPermaLink="false">Commented Issue: No module named BPyMesh [10743] 20100115071446P</guid></item><item><title>Commented Issue: No module named BPyMesh [10743]</title><link>http://xamlexporter.codeplex.com/WorkItem/View.aspx?WorkItemId=10743</link><description>Running Blender 2.49b, XAML Exporter gives this error&amp;#58; &lt;br /&gt;&lt;br /&gt;Traceback &amp;#40;most recent call last&amp;#41;&amp;#58;&lt;br /&gt;  File &amp;#34;&amp;#60;string&amp;#62;&amp;#34;, line 1, in &amp;#60;module&amp;#62;&lt;br /&gt;  File &amp;#34;C&amp;#58;&amp;#92;Program Files&amp;#92;Blender Foundation&amp;#92;Blender&amp;#92;.blender&amp;#92;scripts&amp;#92;xaml_export&lt;br /&gt;.py&amp;#34;, line 90, in &amp;#60;module&amp;#62;&lt;br /&gt;    import BPyMesh&lt;br /&gt;ImportError&amp;#58; No module named BPyMesh&lt;br /&gt;Comments: ** Comment from web user: bluemarble ** &lt;p&gt;I am experiencing the same problem, when I search Google I get plenty of the same issue with other export scripts. It could be an issue related to my installation of Blender so I am currently reviewing all possibilities.&lt;/p&gt;&lt;p&gt;I did not have a scripts directory so I created one in C&amp;#58;&amp;#92;Program Files&amp;#92;Blender Foundation&amp;#92;Blender&amp;#92;.blender&amp;#92;scripts and deployed the xamlexporter there. I did notice that the standard exporters dissapear as soon as I created the scripts folder and deployed the xaml exporter script there. I am sure this is not right either.&lt;/p&gt;</description><author>bluemarble</author><pubDate>Fri, 15 Jan 2010 18:55:55 GMT</pubDate><guid isPermaLink="false">Commented Issue: No module named BPyMesh [10743] 20100115065555P</guid></item><item><title>Created Issue: Probleme Blender -&gt; convert XAML -&gt; Expression Blend [10833]</title><link>http://xamlexporter.codeplex.com/WorkItem/View.aspx?WorkItemId=10833</link><description>Lorsque l&amp;#39;on met une image comme texture d&amp;#39;un mesh plane dans blender on la voit dans le rendu blender.&lt;br /&gt;Lorsqu&amp;#39;on exporte en xaml dans blend, on retrouve le plane, mais sans l&amp;#39;image. Pourtant on retrouve l&amp;#39;image dans les propri&amp;#233;t&amp;#233;s des mat&amp;#233;riaux OB_Plane pour les faces Material et BackMaterial.&lt;br /&gt;</description><author>JoeWifi</author><pubDate>Mon, 26 Oct 2009 17:56:45 GMT</pubDate><guid isPermaLink="false">Created Issue: Probleme Blender -&gt; convert XAML -&gt; Expression Blend [10833] 20091026055645P</guid></item><item><title>Created Issue: No module named BPyMesh [10743]</title><link>http://xamlexporter.codeplex.com/WorkItem/View.aspx?WorkItemId=10743</link><description>Running Blender 2.49b, XAML Exporter gives this error&amp;#58; &lt;br /&gt;&lt;br /&gt;Traceback &amp;#40;most recent call last&amp;#41;&amp;#58;&lt;br /&gt;  File &amp;#34;&amp;#60;string&amp;#62;&amp;#34;, line 1, in &amp;#60;module&amp;#62;&lt;br /&gt;  File &amp;#34;C&amp;#58;&amp;#92;Program Files&amp;#92;Blender Foundation&amp;#92;Blender&amp;#92;.blender&amp;#92;scripts&amp;#92;xaml_export&lt;br /&gt;.py&amp;#34;, line 90, in &amp;#60;module&amp;#62;&lt;br /&gt;    import BPyMesh&lt;br /&gt;ImportError&amp;#58; No module named BPyMesh&lt;br /&gt;</description><author>ericjohannsen</author><pubDate>Sun, 11 Oct 2009 01:14:09 GMT</pubDate><guid isPermaLink="false">Created Issue: No module named BPyMesh [10743] 20091011011409A</guid></item><item><title>Commented Issue: newIndices and tuple comparisons in writeMesh</title><link>http://www.codeplex.com/xamlexporter/WorkItem/View.aspx?WorkItemId=8434</link><description>There is a section of code in writeMesh that does not appear to be working correctly&amp;#58;&lt;br /&gt;&lt;br /&gt;&amp;#60;code&amp;#62;&lt;br /&gt;&amp;#35; If this index is already mapped scan our entries to see if&lt;br /&gt;&amp;#35; there is already a position&amp;#47;normal&amp;#47;textureCoordinate set&lt;br /&gt;&amp;#35; which matches.&lt;br /&gt;for i in indexMap&amp;#91;index&amp;#93;&amp;#58;&lt;br /&gt;&amp;#9;if positions&amp;#91;i&amp;#93; &amp;#61;&amp;#61; position and normals&amp;#91;i&amp;#93; &amp;#61;&amp;#61; normal and textureCoordinates&amp;#91;i&amp;#93; &amp;#61;&amp;#61; textureCoordinate&amp;#58;&lt;br /&gt;        &amp;#9;newIndices.append&amp;#40;index&amp;#41;&lt;br /&gt;                continue&lt;br /&gt;&amp;#60;&amp;#47;code&amp;#62;&lt;br /&gt;&lt;br /&gt;The position&amp;#47;normal&amp;#47;textureCoordinate vectors are being compared to tuples in the corresponding lists, but the type difference seems to be causing the condition to evaluate false everytime.   Putting in a trace statement gives a clue as to what might be wrong&amp;#58;&lt;br /&gt;&lt;br /&gt;trace&amp;#40;&amp;#34;&amp;#37;s&amp;#61;&amp;#61;&amp;#37;s&amp;#34; &amp;#37; &amp;#40;positions&amp;#91;i&amp;#93;, position&amp;#41;&amp;#41;&lt;br /&gt;&amp;#40;1.0, 0.99999994039535522, -1.0&amp;#41;&amp;#61;&amp;#61;&amp;#91;1.000000, 1.000000, -1.000000&amp;#93;&amp;#40;vector&amp;#41;&lt;br /&gt;&lt;br /&gt;Altering this and comparing tuples to tuples fixes it &amp;#40;e.g., positions&amp;#91;i&amp;#93; &amp;#61;&amp;#61; tuple&amp;#40;position&amp;#41;, ...&amp;#41; , but then an array out of bounds error will occur when textureCoordinates&amp;#91;i&amp;#93; is evaluated if mesh.faceUV was false.  &lt;br /&gt;&lt;br /&gt;However, it does not seem that appending to newIndices in this location and continuing to the top of the inner for loop is going to produce the desired effect anyway, i.e. if the goal is to reuse an existing &amp;#34;new index&amp;#34; for the face and not map the same vertex again.  Instead of appending a new position&amp;#47;normal&amp;#47;uv to the WPF verts in the code that comes afterward, it should skip the appending part if newIndex was already found in the map, so that duplicate verts are not mapped twice.  Something like the following&amp;#58;&lt;br /&gt;&lt;br /&gt;&amp;#60;code&amp;#62;&lt;br /&gt;                newIndex &amp;#61; -1&lt;br /&gt;                &lt;br /&gt;                if not indexMap.has_key&amp;#40;index&amp;#41;&amp;#58;&lt;br /&gt;                    indexMap&amp;#91;index&amp;#93; &amp;#61; &amp;#91;&amp;#93;&lt;br /&gt;                else&amp;#58;&lt;br /&gt;                    &amp;#35; If this index is already mapped scan our entries to see if&lt;br /&gt;                    &amp;#35; there is already a position&amp;#47;normal&amp;#47;textureCoordinate set&lt;br /&gt;                    &amp;#35; which matches.&lt;br /&gt;                    for i in indexMap&amp;#91;index&amp;#93;&amp;#58;&lt;br /&gt;                        if positions&amp;#91;i&amp;#93; &amp;#61;&amp;#61; tuple&amp;#40;position&amp;#41; and normals&amp;#91;i&amp;#93; &amp;#61;&amp;#61; tuple&amp;#40;normal&amp;#41; and &amp;#40;mesh.faceUV &amp;#61;&amp;#61; False or textureCoordinates&amp;#91;i&amp;#93; &amp;#61;&amp;#61; tuple&amp;#40;textureCoordinate&amp;#41;&amp;#41;&amp;#58;                            &lt;br /&gt;                            newIndex &amp;#61; i&lt;br /&gt;                            break&amp;#59;&lt;br /&gt;              &lt;br /&gt;                if newIndex &amp;#62;&amp;#61; 0&amp;#58;&lt;br /&gt;                    newIndices.append&amp;#40;newIndex&amp;#41;&lt;br /&gt;                else&amp;#58;                    &lt;br /&gt;                    &amp;#35; We do not already have a matching position&amp;#47;normal&amp;#47;textureCoordinate&lt;br /&gt;                    &amp;#35; for this index so we create one and add it to our indexMap.&lt;br /&gt;                    indexMap&amp;#91;index&amp;#93;.append&amp;#40;len&amp;#40;positions&amp;#41;&amp;#41;&lt;br /&gt;                    newIndices.append&amp;#40;len&amp;#40;positions&amp;#41;&amp;#41;&lt;br /&gt;                    positions.append&amp;#40;tuple&amp;#40;position&amp;#41;&amp;#41;&lt;br /&gt;                    normals.append&amp;#40;tuple&amp;#40;normal&amp;#41;&amp;#41;&lt;br /&gt;    &lt;br /&gt;                    if mesh.faceUV&amp;#58;&lt;br /&gt;                        textureCoordinates.append&amp;#40;tuple&amp;#40;textureCoordinate&amp;#41;&amp;#41;&lt;br /&gt;&amp;#60;&amp;#47;code&amp;#62;&lt;br /&gt;Comments: ** Comment from web user: TheRHogue ** &lt;p&gt;After some investigation, Blender is creating duplicates for UV purposes. In the case of a Cube, 3 duplicates per vertex are needed to set a unique UV position. &lt;/p&gt;&lt;p&gt;In the case of solid color, duplicates can be removed, but normals would need to be averaged.&lt;/p&gt;&lt;p&gt;So, it appears the code should just be removed. Blender should be removing duplicates, not the exporter.&lt;br /&gt;&lt;/p&gt;</description><author>TheRHogue</author><pubDate>Thu, 08 Jan 2009 22:51:53 GMT</pubDate><guid isPermaLink="false">Commented Issue: newIndices and tuple comparisons in writeMesh 20090108105153P</guid></item><item><title>Created Issue: newIndices and tuple comparisons in writeMesh</title><link>http://www.codeplex.com/xamlexporter/WorkItem/View.aspx?WorkItemId=8434</link><description>There is a section of code in writeMesh that does not appear to be working correctly&amp;#58;&lt;br /&gt;&lt;br /&gt;&amp;#60;code&amp;#62;&lt;br /&gt;&amp;#35; If this index is already mapped scan our entries to see if&lt;br /&gt;&amp;#35; there is already a position&amp;#47;normal&amp;#47;textureCoordinate set&lt;br /&gt;&amp;#35; which matches.&lt;br /&gt;for i in indexMap&amp;#91;index&amp;#93;&amp;#58;&lt;br /&gt;&amp;#9;if positions&amp;#91;i&amp;#93; &amp;#61;&amp;#61; position and normals&amp;#91;i&amp;#93; &amp;#61;&amp;#61; normal and textureCoordinates&amp;#91;i&amp;#93; &amp;#61;&amp;#61; textureCoordinate&amp;#58;&lt;br /&gt;        &amp;#9;newIndices.append&amp;#40;index&amp;#41;&lt;br /&gt;                continue&lt;br /&gt;&amp;#60;&amp;#47;code&amp;#62;&lt;br /&gt;&lt;br /&gt;The position&amp;#47;normal&amp;#47;textureCoordinate vectors are being compared to tuples in the corresponding lists, but the type difference seems to be causing the condition to evaluate false everytime.   Putting in a trace statement gives a clue as to what might be wrong&amp;#58;&lt;br /&gt;&lt;br /&gt;trace&amp;#40;&amp;#34;&amp;#37;s&amp;#61;&amp;#61;&amp;#37;s&amp;#34; &amp;#37; &amp;#40;positions&amp;#91;i&amp;#93;, position&amp;#41;&amp;#41;&lt;br /&gt;&amp;#40;1.0, 0.99999994039535522, -1.0&amp;#41;&amp;#61;&amp;#61;&amp;#91;1.000000, 1.000000, -1.000000&amp;#93;&amp;#40;vector&amp;#41;&lt;br /&gt;&lt;br /&gt;Altering this and comparing tuples to tuples fixes it &amp;#40;e.g., positions&amp;#91;i&amp;#93; &amp;#61;&amp;#61; tuple&amp;#40;position&amp;#41;, ...&amp;#41; , but then an array out of bounds error will occur when textureCoordinates&amp;#91;i&amp;#93; is evaluated if mesh.faceUV was false.  &lt;br /&gt;&lt;br /&gt;However, it does not seem that appending to newIndices in this location and continuing to the top of the inner for loop is going to produce the desired effect anyway, i.e. if the goal is to reuse an existing &amp;#34;new index&amp;#34; for the face and not map the same vertex again.  Instead of appending a new position&amp;#47;normal&amp;#47;uv to the WPF verts in the code that comes afterward, it should skip the appending part if newIndex was already found in the map, so that duplicate verts are not mapped twice.  Something like the following&amp;#58;&lt;br /&gt;&lt;br /&gt;&amp;#60;code&amp;#62;&lt;br /&gt;                newIndex &amp;#61; -1&lt;br /&gt;                &lt;br /&gt;                if not indexMap.has_key&amp;#40;index&amp;#41;&amp;#58;&lt;br /&gt;                    indexMap&amp;#91;index&amp;#93; &amp;#61; &amp;#91;&amp;#93;&lt;br /&gt;                else&amp;#58;&lt;br /&gt;                    &amp;#35; If this index is already mapped scan our entries to see if&lt;br /&gt;                    &amp;#35; there is already a position&amp;#47;normal&amp;#47;textureCoordinate set&lt;br /&gt;                    &amp;#35; which matches.&lt;br /&gt;                    for i in indexMap&amp;#91;index&amp;#93;&amp;#58;&lt;br /&gt;                        if positions&amp;#91;i&amp;#93; &amp;#61;&amp;#61; tuple&amp;#40;position&amp;#41; and normals&amp;#91;i&amp;#93; &amp;#61;&amp;#61; tuple&amp;#40;normal&amp;#41; and &amp;#40;mesh.faceUV &amp;#61;&amp;#61; False or textureCoordinates&amp;#91;i&amp;#93; &amp;#61;&amp;#61; tuple&amp;#40;textureCoordinate&amp;#41;&amp;#41;&amp;#58;                            &lt;br /&gt;                            newIndex &amp;#61; i&lt;br /&gt;                            break&amp;#59;&lt;br /&gt;              &lt;br /&gt;                if newIndex &amp;#62;&amp;#61; 0&amp;#58;&lt;br /&gt;                    newIndices.append&amp;#40;newIndex&amp;#41;&lt;br /&gt;                else&amp;#58;                    &lt;br /&gt;                    &amp;#35; We do not already have a matching position&amp;#47;normal&amp;#47;textureCoordinate&lt;br /&gt;                    &amp;#35; for this index so we create one and add it to our indexMap.&lt;br /&gt;                    indexMap&amp;#91;index&amp;#93;.append&amp;#40;len&amp;#40;positions&amp;#41;&amp;#41;&lt;br /&gt;                    newIndices.append&amp;#40;len&amp;#40;positions&amp;#41;&amp;#41;&lt;br /&gt;                    positions.append&amp;#40;tuple&amp;#40;position&amp;#41;&amp;#41;&lt;br /&gt;                    normals.append&amp;#40;tuple&amp;#40;normal&amp;#41;&amp;#41;&lt;br /&gt;    &lt;br /&gt;                    if mesh.faceUV&amp;#58;&lt;br /&gt;                        textureCoordinates.append&amp;#40;tuple&amp;#40;textureCoordinate&amp;#41;&amp;#41;&lt;br /&gt;&amp;#60;&amp;#47;code&amp;#62;&lt;br /&gt;</description><author>a2spicer</author><pubDate>Sun, 07 Dec 2008 22:43:41 GMT</pubDate><guid isPermaLink="false">Created Issue: newIndices and tuple comparisons in writeMesh 20081207104341P</guid></item><item><title>Closed Issue: option to export selected items as separate modelvisual3d</title><link>http://www.codeplex.com/xamlexporter/WorkItem/View.aspx?WorkItemId=5548</link><description>We should have an option export selected objects in blender as individual modelvisual3d objects within the same scene. So one doesn&amp;#39;t have to reasemmble the whole scene afterwards. This is especially cumbersome if you need to exactly repostion everything the way it was in the blender scene.&lt;br /&gt;Comments: the latest version now supportes parent\children relationships with model3dgroup.</description><author>TheRHogue</author><pubDate>Sun, 15 Jun 2008 23:16:45 GMT</pubDate><guid isPermaLink="false">Closed Issue: option to export selected items as separate modelvisual3d 20080615111645P</guid></item><item><title>Closed Issue: option to export camera and light</title><link>http://www.codeplex.com/xamlexporter/WorkItem/View.aspx?WorkItemId=5489</link><description>There should be a additional option to export camera&amp;#40;s&amp;#41; and lights of the scene as well. In that case not just the Model3dGroup is created but also a ViewPort3D object that contains the lights and the camera. I am not sure how it could be achived to export multiple cameras since ViewPort3D only supports one. Maybe instead of export the actual camera object we just export some ressource data that contains the setup information for the cameras that we could bind to if we want to switch the camera.&lt;br /&gt;&lt;br /&gt;For blender lights that are not supported in WPF we could &lt;br /&gt;a&amp;#41; not export it &amp;#40;and write that to console&amp;#41;&lt;br /&gt;b&amp;#41; progamatically create a light that matches it at closely as possible.&lt;br /&gt;&lt;br /&gt;This way I could export the complete scene setup as desired. Setting up the lights and cameras afterwards is sometimes a tedious task, especially if I want to have them the same way I had them in blender.&lt;br /&gt;Comments: lamps and cameras are exported. If you want something exported, just make sure it is selected.</description><author>TheRHogue</author><pubDate>Sun, 15 Jun 2008 23:15:51 GMT</pubDate><guid isPermaLink="false">Closed Issue: option to export camera and light 20080615111551P</guid></item><item><title>CREATED ISSUE: geometry with multiple materials is not exported correctly</title><link>http://www.codeplex.com/xamlexporter/WorkItem/View.aspx?WorkItemId=5672</link><description>When I have a blender object with multiple unconnected meshes and assign a material to each of the meshes the materials are exported but the assignmen to the meshes gets lost. This is probalby due to the fact that the exporter exports one blender object as one mesh even if the object consists of multiple meshes&lt;br /&gt;</description><author>bitbonk</author><pubDate>Mon, 10 Mar 2008 14:47:25 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: geometry with multiple materials is not exported correctly 20080310024725P</guid></item><item><title>COMMENTED ISSUE: option to export selected items as separate modelvisual3d</title><link>http://www.codeplex.com/xamlexporter/WorkItem/View.aspx?WorkItemId=5548</link><description>We should have an option export selected objects in blender as individual modelvisual3d objects within the same scene. So one doesn&amp;#39;t have to reasemmble the whole scene afterwards. This is especially cumbersome if you need to exactly repostion everything the way it was in the blender scene.&lt;br /&gt;Comments: ** Comment from web user: bitbonk ** &lt;p&gt;Of course one could export the whole thing as one big modelvisual3d with lots of seperate geometrymodel3d but this is often not desired e.g. when you want to be able to click individual objets.&lt;/p&gt;</description><author>bitbonk</author><pubDate>Fri, 29 Feb 2008 21:23:51 GMT</pubDate><guid isPermaLink="false">COMMENTED ISSUE: option to export selected items as separate modelvisual3d 20080229092351P</guid></item><item><title>CREATED ISSUE: option to export selected items as separate modelvisual3d</title><link>http://www.codeplex.com/xamlexporter/WorkItem/View.aspx?WorkItemId=5548</link><description>We should have an option export selected objects in blender as individual modelvisual3d objects within the same scene. So one doesn&amp;#39;t have to reasemmble the whole scene afterwards. This is especially cumbersome if you need to exactly repostion everything the way it was in the blender scene.&lt;br /&gt;</description><author>bitbonk</author><pubDate>Fri, 29 Feb 2008 21:19:29 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: option to export selected items as separate modelvisual3d 20080229091929P</guid></item></channel></rss>