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Collada Export should set export file name to selected object name
Open, Needs Triage by DeveloperPublic

Description

System Information
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 965M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.59

Blender Version
Broken: version: 2.80 (sub 50), branch: master, commit date: 2019-03-19 21:25, hash: rB2eead4868834
Worked: Feature Request

Short description of error
[Please fill out a short description of the error here]
When building content for SL and OS or other VR applications, exporting to Collada, the file export interface by default applies the blender file name to every collada object exported from the same file. This is unhelpful. I would like either the export to make the file name of the exported collada file use the object name of the specific object being exported, or an option in preferences that allows one to toggle between using the blender file name or the exported selection object name (in instances of multiple objects being exported together, the last selected is the root, so that object should be the name used for the export file.

Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]

Details

Type
Bug

Event Timeline

Michael Lorrey (MikeLorrey) renamed this task from Collada Export should set object name to file name to Collada Export should set export file name to selected object name.Tue, Oct 8, 6:00 AM

Just before you export you have the option to specify the file name to where the exported objects shall be stored. Isn't that enough? Maybe changing the name of the exported file depending on the active object might sound like a cool idea, but then the export filename of a set objects depends on the order they are chosen, which again may not be expected (or wanted) behavior.

Also Blender seems to behave exactly in the same way for all exporters. I am not sure if we should change this just for one export format.

No, that isn't enough. Working with complex models with potentially hundreds of separate objects within the same blender file, exporting each object separately, often each object is similar to other parts with slight variations, so their names have slight variations. For instance, i've been working on a builders kit for Second Life and Opensim of parts for people to construct all sorts of spiral staircases with different railing styles, clockwise vs counterclockwise, amount of turn to each section of staircase, stair pitch per turn, etc. etc. All told, there's over 260 parts that each need to be exported from this one blender file. Having blender grab the object name automatically would save a bunch of work, because when I open the export screen, I can no longer see the tree of object names to ensure I'm giving the export file name the same name as the object I'm exporting, so I frequently screw that naming up and I have to do things over again.
At the very least there should be a button on the export interface, or on user preferences, to export object name as export file name, so users have the option.
When exporting a group of objects, one of those objects becomes the root of the linkset when that file is then imported into SL or OS. I'm not sure if it is the first one or last one picked, but obviously thats a standard from which the file name can get the chosen root object name. There are very few instances that an SL/OS user would want to export multiple objects together, because then they have to import them all together into SL or OS (and in SL you get charged on the complexity of the whole import), and the resulting import assigns a geometric centerpoint to each object that does not correlate to its mesh geometric center, so the resulting links don't rotate properly when scripted versus how they do when imported as separate parts from separate exports, so really nobody who is trying to do anything useful imports linksets into SL or OS.