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Beta glTF Sequence Exporter 0.1.1

Export a replay as a sequence of glTF files.

  1. oli-caon
    glTF Sequence Exporter Mod for BeamNG.drive
    A mod to export a BeamNG.drive replay as a sequence of glTF files.
    GitHub repository
    Reddit post

    This mod takes advantage of BeamNG.drive's Replay feature and the existing experimental glTF exporter to export each frame as a .glb/.gltf file.
    screenshot_01.png screenshot_02.png
    Use my Blender add-on BeamNG glTF Sequence Importer to import the sequence into Blender as an animation.
    demo.gif

    Quick Start
    1. Select your replay with the Replay UI app.
    2. Set the frame rate and sequence frame range.
    3. Confirm the export path (existing files will be overwritten!).
    4. Press the Export Sequence button and wait for it to finish.
    5. Find your exported sequence in your BeamNG.drive user folder.
    6. Optionally import the sequence into Blender using the BeamNG glTF Sequence Importer add-on.
    Usage
    To get started, record a replay in BeamNG.drive and play it using the Replay UI app. See BeamNG's documentation for help on that.

    With a replay selected you can choose the settings for your sequence. The timeline shows the current frame number and highlights your start and end range. Note that you can't use this to seek through the replay - use the Replay UI app controls for that.

    The Set/Clear Origin button will use your vehicle's current position for the origin position in the glTF files. When a new replay is loaded the origin is set to the first frame. If you clear the origin, the game's world origin is used, which may mean the exported vehicle ends up very far away from the scene's origin.

    The export path is relative to your "BeamNG.drive/{version}/" folder and includes a prefix for each frame's filename. For example, with the file path set to "/vehicles/pickup/export_frame_", frame 1 would be exported to "C:\Users\{user}\AppData\Local\BeamNG.drive\{version}\vehicles\pickup\export_frame_00001.glb".
    This property is updated whenever you switch vehicles. Be aware that existing files with the same name will be overwritten without warning.

    The default export options should be fine for most cases. I recommended you keep External Textures enabled otherwise every frame will be exported with its own copy of the textures, which can quickly add up to several gigabytes for even a short sequence.

    When you're happy with your settings, press the Export Sequence button and the app will begin playing the replay and writing out each frame. Don't touch the replay controls while it is working. The replay might play for a second before reaching your start frame. The first time you export a new vehicle, it will take longer to export the first frame because the textures will need to be converted from .dds to .png.

    Limitations
    • The frame rate of a replay depends on the game's FPS when it was recorded. Try locking your FPS when recording a replay for smoother results. You can still export the replay at whatever frame rate you like but the animation smoothness will depend on the source FPS.
    • Frame pacing is not 100% accurate for exported frames. There is a trade-off between accuracy and export wait times.
    • Sequence file sizes can become quite large, with frame files between 3MB and 15MB. This tool is best used for creating animations featuring mesh deformation and destruction where the geometry changes a lot between frames.
    • Materials properties may not always appear correct and vehicle paint colours are not currently exported. These are limitations of the existing glTF export functionality.
    • This doesn't work with the Vulkan renderer.
    License
    glTF Sequence Exporter is licensed under the MIT license.

Recent Updates

  1. glTF Sequence Exporter Mod Hotfix 0.1.1

Recent Reviews

  1. Georonimo
    Georonimo
    3/5,
    Version: 0.1.1
    Was excited to try this out. Unfortunately it is no longer exporting successfully.

    Based on previous reviews, looks like it stopped working December of 24, it's now May of 25.
  2. Nanoxys
    Nanoxys
    3/5,
    Version: 0.1.1
    It's a great idea but it doesn't work. Please update it !
  3. JustRobertOFF
    JustRobertOFF
    5/5,
    Version: 0.1.1
    great mod and idea, sadly it doesnt export anymore
  4. JJ_Gaming
    JJ_Gaming
    5/5,
    Version: 0.1.1
    I LOVE this! If it would work... For some reason when i export it doesn't export, i mean it says its exporting but it doesn't pop up in my folder. yes I'm in the correct folder. I clicked the folder icon on the UI. Thanks!
  5. Hlebushek_Igor
    Hlebushek_Igor
    5/5,
    Version: 0.1.1
    That's just fine!
    Now I can make ultra realistic crash renderings.
  6. V6UAL
    V6UAL
    5/5,
    Version: 0.1.1
    Dude. What the fuck. This is genuinely so damn awesome, i'll definitely be using this a lot
  7. coinduke
    coinduke
    5/5,
    Version: 0.1.1
    its amazing, just wondering if its possible to export it as a skeletal mesh
    1. oli-caon
      Author's Response
      Hi, thanks for checking out the mod. Sorry it took a while to get back to you. Could you please clarify what you mean by skeletal mesh or how you might like to use it?
  8. Nazu
    Nazu
    5/5,
    Version: 0.1.1
    holy fuck this is useful
  9. Shingo_Shoji
    Shingo_Shoji
    5/5,
    Version: 0.1.1
    this is cool as sht but i gotta ask before i try can i record in slowmo to keep at ultra and high fps?
    1. oli-caon
      Author's Response
      Hi, sorry for taking a while to reply. After testing it yes it seems to work. Nice idea, its a great solution for recording at a high framerate.
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