Originally Posted By: ventilator
it would be possible to do it like unity though. start a headless blender from the command line in the background which loads the .blend file, executes the exporter script and then load the generated .mdl. this would already work with the current exporter with some small changes.


What?

But this requires to restrict the use of blend files to certain features, right?

How would it improve the workflow?
Let's guess:
- we load in A7 our game
- the engine starts the headless blender
- the headless blender exports each model tha is created in the engine
= increasing of load time. - not so good!


- we load in A7 our game
- we reload a model or level by a certain command within the game and -
- the engine starts the headless blender
- the headless blender exports each model or level
- that we can see in its newest shape
= hm...

Does this mean, we could run the game and blender simultaneously, updating the blendfiles in a level to test it in realtime, and then switching to blender to re adjust the placing or a shadow or a shape, and then switching back to the game, and so working on it without to restart the engine again and again?