[Help] Blender 2.8 exporting issues - Incorrect rotation and lighting on objects in-game!

With the update of blender to 2.8 the two different exporting options (Binary 7.4 & ASCII 6.1) have been removed.

I have tried to export simple objects FBX using all different variations of rotations (of Z,Y,X,-Z,-Y and -X) but it makes no difference in-game. Still the same incorrect lighting on all of the objects.

Has anyone found a solution to exporting FBX correctly through the new version of blender? Otherwise I might have to download 2.79 again 'cause this just won't do! :mad:
 
I haven't "upgraded" yet because of reports like this. I think most of us that did rolled back for this reason.

Removing functionality especially from a program that is by its nature ridiculously complex, (so what's one more complication ?), is a really REALLY stupid decision. I have no idea why they would do that.

Sorry that's not an answer, but it's all I have at the moment.
 
No, thank you lilibat, it does shed some insight on this situation. I think what must be said here is that TMT is not compatible/up-to-date with Blender 2.8 and therefore should not be used to create objects for PlanCo.

It'd be best to spread the word.
 
Cool! Will check that out.

I am aware though that both animation and a few texture codes (flexicolour and specular) would only work depending wether you used Binary or ASCII so still a bit sceptical.
 
Cool! Will check that out.

I am aware though that both animation and a few texture codes (flexicolour and specular) would only work depending wether you used Binary or ASCII so still a bit sceptical.
Yeah, there's that issue too. But I haven't made anything with a SP since I upgraded and I haven't learned how to do animation yet, so I don't know.

I hope they'll add back in the ASCII exporter at some point (if only as a 3rd-party addon) because I really prefer 2.8 over 2.79. We can't be the only people who need the ASCII exporter. -shrugs-
 
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