Blender has a built in option to batch export STL files but it replaces spaces, "(", "[" with underscores which I don't want.
For example:
What the object is named: Sprgr L4.5 Patr (DoppZ S-60 Fl) 1-1 scale - [ 88mm KwK 36 ]
What it actually exports as: Sprgr_L4_5_Patr__DoppZ_S-60_Fl__1-1_scale_-___88mm_KwK_36__
Does anyone have a working plugin for 2.8x that doesn't screw with the name? Or perhaps some simple way to avoid this problem? I don't want to be renaming each file manually. Especially when I have over 10 000 files to export.
I wouldn't mind trying to hack together a plugin but my understanding of python is basically non-existent. And taking an existing obj batch exporter plugin and replacing "obj" with "stl" is obviously not going to work.
This is the obj batch exporter that I'm using and works great:
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
bl_info = {
"name": "Export multiple OBJ files",
"author": "p2or, brockmann",
"version": (0, 2, 0),
"blender": (2, 80, 0),
"location": "File > Import-Export",
"description": "Export multiple OBJ files, UV's, materials",
"warning": "",
"wiki_url": "",
"tracker_url": "",
"category": "Import-Export"}
import bpy
import os
from bpy_extras.io_utils import ExportHelper
from bpy.props import (BoolProperty,
FloatProperty,
StringProperty,
EnumProperty,
CollectionProperty
)
class ExportMultipleObjs(bpy.types.Operator, ExportHelper):
"""Batch export objects as obj files"""
bl_idname = "export_scene.batch_obj"
bl_label = "Batch export OBJ's"
bl_options = {'PRESET', 'UNDO'}
# ExportHelper mixin class uses this
filename_ext = ".obj"
filter_glob = StringProperty(
default="*.obj;*.mtl",
options={'HIDDEN'},
)
# List of operator properties, the attributes will be assigned
# to the class instance from the operator setting before calling.
# context group
use_selection_setting: BoolProperty(
name="Selection Only",
description="Export selected objects only",
default=True,
)
use_animation_setting: BoolProperty(
name="Animation",
description="Write out an OBJ for each frame",
default=False,
)
# object group
use_mesh_modifiers_setting: BoolProperty(
name="Apply Modifiers",
description="Apply modifiers (preview resolution)",
default=True,
)
# extra data group
use_edges_setting: BoolProperty(
name="Include Edges",
description="",
default=True,
)
use_smooth_groups_setting: BoolProperty(
name="Smooth Groups",
description="Write sharp edges as smooth groups",
default=False,
)
use_smooth_groups_bitflags_setting: BoolProperty(
name="Bitflag Smooth Groups",
description="Same as 'Smooth Groups', but generate smooth groups IDs as bitflags "
"(produces at most 32 different smooth groups, usually much less)",
default=False,
)
use_normals_setting: BoolProperty(
name="Write Normals",
description="Export one normal per vertex and per face, to represent flat faces and sharp edges",
default=False,
)
use_uvs_setting: BoolProperty(
name="Include UVs",
description="Write out the active UV coordinates",
default=True,
)
use_materials_setting: BoolProperty(
name="Write Materials",
description="Write out the MTL file",
default=True,
)
use_triangles_setting: BoolProperty(
name="Triangulate Faces",
description="Convert all faces to triangles",
default=False,
)
use_nurbs_setting: BoolProperty(
name="Write Nurbs",
description="Write nurbs curves as OBJ nurbs rather than "
"converting to geometry",
default=False,
)
use_vertex_groups_setting: BoolProperty(
name="Polygroups",
description="",
default=False,
)
use_blen_objects_setting: BoolProperty(
name="Objects as OBJ Objects",
description="",
default=True,
)
group_by_object_setting: BoolProperty(
name="Objects as OBJ Groups ",
description="",
default=False,
)
group_by_material_setting: BoolProperty(
name="Material Groups",
description="",
default=False,
)
keep_vertex_order_setting: BoolProperty(
name="Keep Vertex Order",
description="",
default=False,
)
axis_forward_setting: EnumProperty(
name="Forward",
items=(('X', "X Forward", ""),
('Y', "Y Forward", ""),
('Z', "Z Forward", ""),
('-X', "-X Forward", ""),
('-Y', "-Y Forward", ""),
('-Z', "-Z Forward", ""),
),
default='-Z',
)
axis_up_setting: EnumProperty(
name="Up",
items=(('X', "X Up", ""),
('Y', "Y Up", ""),
('Z', "Z Up", ""),
('-X', "-X Up", ""),
('-Y', "-Y Up", ""),
('-Z', "-Z Up", ""),
),
default='Y',
)
global_scale_setting: FloatProperty(
name="Scale",
min=0.01, max=1000.0,
default=1.0,
)
def execute(self, context):
# get the folder
folder_path = os.path.dirname(self.filepath)
# get objects selected in the viewport
viewport_selection = context.selected_objects
# get export objects
obj_export_list = viewport_selection
if self.use_selection_setting == False:
obj_export_list = [i for i in context.scene.objects]
# deselect all objects
bpy.ops.object.select_all(action='DESELECT')
for item in obj_export_list:
item.select_set(True)
if item.type == 'MESH':
file_path = os.path.join(folder_path, "{}.obj".format(item.name))
bpy.ops.export_scene.obj(
filepath=file_path,
use_selection=self.use_selection_setting,
axis_forward=self.axis_forward_setting,
axis_up=self.axis_up_setting,
use_animation=self.use_animation_setting,
use_mesh_modifiers=self.use_mesh_modifiers_setting,
use_edges=self.use_edges_setting,
use_smooth_groups=self.use_smooth_groups_setting,
use_smooth_groups_bitflags=self.use_smooth_groups_bitflags_setting,
use_normals=self.use_normals_setting,
use_uvs=self.use_uvs_setting,
use_materials=self.use_materials_setting,
use_triangles=self.use_triangles_setting,
use_nurbs=self.use_nurbs_setting,
use_vertex_groups=self.use_vertex_groups_setting,
use_blen_objects=self.use_blen_objects_setting,
group_by_object=self.group_by_object_setting,
group_by_material=self.group_by_material_setting,
keep_vertex_order=self.keep_vertex_order_setting,
global_scale=self.global_scale_setting
)
item.select_set(False)
# restore viewport selection
for ob in viewport_selection:
ob.select_set(True)
return {'FINISHED'}
# Only needed if you want to add into a dynamic menu
def menu_func_import(self, context):
self.layout.operator(ExportMultipleObjs.bl_idname, text="Wavefront Batch (.obj)")
def register():
bpy.utils.register_class(ExportMultipleObjs)
bpy.types.TOPBAR_MT_file_export.append(menu_func_import)
def unregister():
bpy.utils.unregister_class(ExportMultipleObjs)
bpy.types.TOPBAR_MT_file_export.remove(menu_func_import)
if __name__ == "__main__":
register()
# test call
#bpy.ops.export_scene.multiple_objs('INVOKE_DEFAULT')
Would greatly appreciate any help!