NOTE: If cloned straight from GitHub not all features are guranteed to work correctly.
For stable versions see the Releases on the GitHub page.
- In Blender, go to
Edit
>Preferences
>Add-ons
- Click
Install
on the top right of the Preferences window - Navigate to the
DmrVBM_Blender.zip
file (keep this zipped). Select it and clickInstall Add-on
- Enable the
DmrVBM Vertex Buffer Model Export
addon - The VBM export panel can be found in the
Properties
>Scene
- If nothing shows up try
Edit
>Preferences
>Interface
>Display
> EnableDeveloper Extras
- If nothing shows up try
- With a GMS2 project open, go to
Tools
>Import Local Package
- Navigate to the
DmrVBM_GameMaker.yymps
file. Select the file and clickOpen
- Choose scr_dmrvbm to import into the project
- NOTE: To avoid conflicts when upgrading to v1.3, remove existing v1.2 scripts before importing.
- NOTE again: v1.3 is NOT backwards compatible with v1.2 models or below. Old models will have to be re-exported.
- Position - Location of vertex.
- UV - Texture coordinate per loop.
- Normal - Surface orientation of vertex
- Tangent - Vector perpendicular to the normal.
- Bitangent - Cross product of normal and tangent.
- Color - Vertex colors as floats.
- Color Bytes - Vertex colors as 4 bytes
- Bone Indices - Index of bone from deform vertex groups.
- Bone Index Bytes - Above as 4 bytes
- Weights - Weight from deform vertex groups.
- Weight Bytes - Above as 4 bytes
- Group Value - Vertex weight value from named vertex group.
- Group Byte - Above as 1 byte.
- Padding - A constant value for all vertices
- Padding Bytes - Above as X bytes
Game Maker's native format is [Position, Color Bytes, UV]
- Blender Addon
- Updated to support Blender 4.1.x
- Implemented exporting objects by material.
- Added Bone Dissolve panel for omitting specific bones on export.
- GMS2 Scripts
- New VBMModel methods for managing mesh visibility.
- Animator can blend transforms from last animation to new animation.
- Small animation optimizations and bugfixes.
- Blender Addon
- Addon code condensed to single script
- Merged VBM and TRK format into one filetype
- VBM files now contain mesh, skeleton, and action data
- TRK files are discontinued
- VB files remain as raw vertex buffer data
- New Export Queues Tab
- Define a list of exports to re-export models with one click
- Execute multiple file exports with one click
- Overhauled UI
- All export types (.vb, .vbm, .trk, batched) combined into one operator
- More customization options for exports
- Optimizations for repeat exports
- Star button repeats last export of selected object in one click
- VB data is cached to object when exporting, so repeat exports with same parameters don't recalculate unchanged data
- Baked actions are reused if source action data is not changed
- GMS2 Scripts
- Merged VBM and TRK struct into single struct
- VBM data is now stored in one VBM_Model struct
- Struct contains meshes (vertex buffers), bone data, and animations
- VBM struct has an animator used for animating poses and curves
- Single script used for VBM functionality
- Extra math functions omitted from package
- Tutorial project rewritten to reflect new changes
- Merged VBM and TRK struct into single struct
- Other
- Current mascot is now Treat - A pumpkin witch.
- VBM Export Addon
- New option to export Padding Floats and Bytes. Use to set a constant value for an attribute.
- Formats are now in a list that can be defined outside of the export dialog.
- Deform Only option creates a temporary armature with bones' parents re-evaluated, so exports are compatible with complex rigs (Rigify).
- TRK Export Addon
- Code redone so that exporting actions no longer require a bake. Export times are faster as a result.
- Deform Only option creates a temporary armature with bones' parents re-evaluated, so exports are compatible with complex rigs (Rigify).
- Custom Property Curves on the armature object can now be exported to TRK.
- New Bone List structure to mark which bones to export by name.
- Include mode only exports bones in list
- Exclude mode ignores bones in list from export.
- VBM Game Maker Scripts
- Fixed compression header check.
- TRK Game Maker Scripts
- Fixed compression header check.
- New TRK Animator struct used for TRK animation.
- General
- Current mascot is now Starcie. Space Karate Girl.
- Reorganized addon files.
- Data specific to the addon (vertex formats, export lists, bone lists) is now stored in the Blender Scene.
- VBM Formats are accessed with
context.scene.vbm.formats
- VBM Export Lists are accessed with
context.scene.vbm.export_lists
- TRK Bone Lists are accessed with
context.scene.trk.bone_lists
- VBM Formats are accessed with
- VBM Export Addon
- New option to export Vertex Group weights (armature not necessary) with default weight value.
- Number of floats to export can be adjusted for Position, Color, Bone, and Weight attributes.
- Optimized export code.
- TRK Export Addon
- New option to only export frames that contain markers.
- VBM Game Maker Scripts
- Added methods and functions to VBMData struct for accessing struct data.
- Opening VB and VBM files checks for compression headers.
- TRK Game Maker Scripts
- Added methods and functions to TRKData struct for accessing struct data.
- Opening TRK files checks for compression headers.
- General
- Updated vbm_tutorials with Blender-like camera controls and 3 new shader examples.
- Outline: Makes use of exported weights from a Vertex Group for model outline position
- Normal Map: Uses tangent and bitangent data to calculate normals from a texture.
- PRM: A shader setup similar to games like Smash Ultimate. Makes use of several textures for styled shading.
- Removed vbm_demo
- Updated vbm_tutorials with Blender-like camera controls and 3 new shader examples.
- Initial Release