How does one export game logic ("Sensors") that Unity references for controlling actions from Blender's "Action Editor" or "Dope Sheet?"
I have a Blender model that has game logic sensors that respond to complex input. These actions are defined in Blender's "Action Editor" or "Dope Sheet". What is the easiest way to export the game logic so that I have access to its input that causes the actions? There are many exporters that focus on the mesh/skeleton, is there a solution for exporting these sensors?
Here is a list with screen shots of Blender's sensors to give a better idea of what I want exported.
For each character made, I want their sensors exported to a file that is easy to read (some kind of XML). This way I don't need to hard-code character behavior or action triggers/sensors. Each modeled Blender actor can have its sensors programmed in Blender with its nice GUI and later exported to my game engine.
This question has been asked before and it seems the asker ended up scripting a very limited exporter (for one variable) but didn't fully explain his approach: http://www.blender.org/forum/viewtopic.php?t=18803&sid=22ac4b2d3993949b1e71e9568b0d6834
Again, this was asked with no apparent solution: http://www.blender.org/forum/viewtopic.php?t=18803&sid=22ac4b2d3993949b1e71e9568b0d6834
Looks like someone has already tried using Collada but this was only for exporting actions (not sensors that trigger them): Blender multiple animations and Collada export
Someone here wrote their own exporter. I don't think they are exporting sensors though: exporting bind and keyframe bone poses from blender to use in OpenGL