Hello!
I know I have not been around lately....I am busy.
Anyways your program looks good Zuegs! I have not tried this yet, actually I have not tried Violet program or Indigo's new resume feature yet either.
I saw the post about precision. I just wanted to say that yes I noticed Blender seems to work with four digits behind the decimal. (.1234) I am not sure why the exporter uses six in some places, this is something I was looking at when I posted the latest update shortly ago. I think maybe it was just that way since python float formatter defaults to six digits (.123456) if you do not set it yourself.
%f = defaults to 6 digits
%.3f = 3 digits set manually
Here is a useful page about this:
http://docs.python.org/lib/typesseq-strings.html
I tried to alter the precision in the latest exporter, it uses .4f for geometry now and nobody has reported any problems. I don't think the change from six decimal places to four will cause any problems. Scale and position are four decimal places too. But the rotation matrix still has to be six, or it will cause error, I tried it with my 460+ object beach house scene. I think Deus has mentioned the matrix precision somewhere on the forums. (that too few decimal = error, or not orthogonal)
Like neepneep mentioned, you can multiply or divide by 10 to get more or less places. This might help you. Since you made the interface you can add it right in as a note that the values get altered like this.
I know I thought linear tone mapping had too many decimal places until I started testing. It turns out you can make a nice looking moonlight scene, if you set your white balance to the bluish it will go, then take linear tonemapping down to about .00001 or .000001. You can use a sun and do everything like it was day but it ends up night! Very cool!
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