Blender to Babylon.js exporter ============================== The [Blender export plugin](http://blogs.msdn.com/b/eternalcoding/archive/2013/06/28/babylon-js-how-to-load-a-babylon-file-produced-with-blender.aspx) supports the following features: For a discussion of Tower of Babel exporter, along with the difference this exporter, [See]{https://github.com/BabylonJS/Extensions/tree/master/TowerOfBabel) * **Cameras** * Name * Position * Target * Fov * Clip start * Clip end * Check collisions * Gravity * Ellipsoid * Actions exported as AnimationRanges * 3D Camera Rigs * All kind of Babylon.js cameras can be chosen from a custom dropdown list * **Lights** * Type (Point, directional (Sun), Spot, Hemispheric) * Name * Position * Direction * Spot size * Spot blend * Energy * Diffuse color * Specular color * Shadow maps, all types (For directional lights) * Actions exported as AnimationRanges * **Materials** * Name * Name space * Ambient color * Diffuse color * Specular color * Specular hardness * Emissive color * Alpha * Backface culling * Diffuse texture * Ambient texture * Opacity texture * Reflection texture * Emissive texture * Bump texture * Procedural Texture Baking * Cycles Render Baking * Check Ready Only Once * **Multi-materials** * Name * Child materials * 32 bit vertex limit for multi-materials * **Textures** * Name * Associated file * Level * Use alpha * uOffset / voffset * uScale / uScale * uAng / vAng / Wang * WrapU / WrapV * Coordinates index * Texture in-lining to .babylon file * **Meshes** * Name * Geometry (Positions & normals) * Position * Rotation * Scaling * FreezeWorldMatrix * Texture coordinates (2 channels) * Vertex colors * Visibility * Load disabled * Check collisions * Billboard * Receive and cast shadows * Bones (armatures) and bones' actions * Variable Max Bone Influencers / vertex * Actions exported as AnimationRanges