Blender plugin for League of Legends asset import/export, using league-toolkit.
NOTE: This plugin is extremely early in development, see io_scene_lol for a more developed importer/exporter.
✅ | 🛠️ | |
---|---|---|
Supported | Partial support | Planned |
Import | Export | |
---|---|---|
Skinned Mesh (.skn) | 🛠️ | |
Skeleton (.skl) | 🛠️ | |
Animation (.anm) | 🛠️ | 🛠️ |
Static mesh (.sco/.scb) | 🛠️ | 🛠️ |
Map geometry (.mapgeo) | 🛠️ | 🛠️ |
- Python 3
- Rust
- Maturin (see their install guide here)
Clone the project with --recurse-submodules
or sync the league-toolkit submodule manually:
git submodule init # initialize your local configuration file
git submodule update # fetch submodules
Create and source a python virtual env:
python -m venv venv
source venv/bin/activate
Build the league-toolkit bindings:
cd bindings
maturin develop
Run Blender with addon live updating:
# Path to your blender executable file.
export BLENDER_PATH="/path/to/your/blender/executable"
# Optional, needed if the version can't be detected from BLENDER_PATH
export BLENDER_VERSION="4.1"
# Where to put (dev) addon builds
# Optional, useful for funky setups (e.g. nix)
export __BLENDER_ADDON_PATH="/path/to/blender/addons"
# Path to the wheel for the league-toolkit bindings
# `maturin develop` puts the wheel in target/wheels/*.whl
export __LOL_WHEEL_PATH="/path/to/project/bindings/target/wheels/league_toolkit-x.x.x-etc-etc.whl"
python test.py
After completing the prerequisites, you can build a release .zip of the addon with:
python release.py
Build the league-toolkit bindings, to be distributed separately (for now):
cd bindings
maturin develop