How to export models using Blender 2.80

Hi, can anybody tell me how to export .mdl file using blender2.8? thanks very much…

The Blender exporter hasn’t been updated for 2.8 yet, so your best option is to export to FBX or Collada, and use the asset importer to convert.

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See also:

Despite the change from layers to collections, objects - in a 2.80 file - can still be linked to files creates in earlier versions.

Just stay on 2.7 if developing for Urho3D
Edit: And yes I know I didn’t answer the question.
Edit2: Btw, I’m actually working on the exporter and try to add some features (not 2.8 yet. No priority to me)


ok,thank you for your advice.

The only problem is that once you start getting used to Blender 2.8, going back to 2.7 is like going back to a horse and carriage after getting used to driving a car :stuck_out_tongue:.

The Urho3D exporter add-on for Blender 2.80 is available from a dedicated branch in its main repository:

If it doesn’t load correctly read this comment by @dertom.


step 1: export from blender to fbx (using blender)
step 2: import model file from fbx (using AssetImporter)

animations are handled separately usually, but the skinned model, we do this in two steps and avoid all version conflicts

I think the latest Blender 2.8 build broke the exporter again :cry:

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Just as well I don’t use it

@Leith Yes, you are important. :wink:

Seems like it did, I had a quick look (without fixing the problem) and mentioned it in the GitHub issue.

It’s good that we have more than one pathway in our asset pipeline, when things go wrong there is still another way

Well it’s not like all other versions of the involved software splatted, nor does the Blender Foundation force the very latest version on its users. The add-on still works with the earlier 2.80 Beta and 2.79b versions of Blender. Indeed fallbacks are good to have.

I use it all the time, and for me going through any alternative option (especially fbx->assimp) is just too time consuming.
Really looking forward to it working again :slight_smile:.


I accept that focused solutions are easier and work well in any production workflow, and I am sorry that Erwin broke our plugin (which I don’t use) but let’s look into what changed, why it broke, and I can even act as an intermediate to talk to Erwin about future game breaking changes.
Erwin tends to use an interface-based approach to his code design, and the interface tends not to change over time, he’s one of the best coders and design engineers I have known. If he changed something, and it broke stuff, I think we can expect that not to happen often at all.

Just for info. I uploaded my current blender 2.8-exporter a bit diverged from the main-repo: