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4

add camera, rotate it on 90deg. by 'X' axis., and select Panoramic Type with Equirectangular Panorama type. use Cycles render engine with just 1 sample. don't use Filmic View transform. set Output dimensions as environment map. render an image and save it in EXR or HDR format!


4

Save your blend file in the directory you want the objects to be in. Head over to the Scripting workspace In the editor window: Templates -> Python -> Batch Export Select all objects that you want to export Run the script with the Play button


3

Addon based on this answer, adapted to export all meshes in selection to single fbx files. # ##### 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 ...


2

Preserve all layers By default it preserve all layers is turned off when using to_mesh on the evaluated object, set it to True Test in console, Default cube, default subsurf modifier, 3 vertex groups. (All verts in vgroup 0, a single in groups 1 and 2) >>> dg = C.evaluated_depsgraph_get() >>> me = C.object.data >>> len(me....


2

You will have to bake your displacement into an image and use it in a displacement modifier to create an actual mesh that will be exportable to something like Unity. Unfortunately the displacement generated from nodes won't become baked geometry, you can follow this video tutorial for the workaround. https://youtu.be/McALCOr39rY


1

Found the answer. The panel is now part of the File Browser panel. I had not expanded the right hand side of the browser panel. I just noticed a little '<' at the top right and that popped open the panel with Operator Presets and the other options.


1

export animated .DAE file first, and then open with Xcode, Xcode allows you export .USDZ file, this step works great for me, hope it helps.


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