That was the case. I bought gamespace because it now has b3d export.
from the docs...
Blitz Basic: Generates a b3d format model file and one or more jpg texture files.
These three formats share a common export dialog.
Files:
Texture Dir: The directory where the texture file(s) (if any) will be placed, since it is frequently different from where the model file needs to go.
Frames: Defines the animation frames that will be exported.
Base: The zero frame from which all movements are based. (Note: It does not have to be included in the animation.) It is also the frame that is used to assign points to bones, so a non-deformed frame may work better in some cases.
Start: The first frame output.
End: The last frame output. Number of frames = End - Start + 1.
Output options:
Scale: Scales the model up or down to match your other game components. This is a multiplier, not a percentage. 10 is ten times bigger, not ten percent bigger. You can enter decimal places in the edit box.
Split Joints: By default, all points in the joint area on the near end of a bone are assigned to that bone. With this switch on, it will split the joints and assign them to the closest bone. This is a user option as some models look better with this on, but some look better with it off, depending on the model and the movement in the specific animation.
No Bones: With the Conitec A6 mdl7 format, which supports vertex animation, the animation will be exported as a vertex animation if No Bones is selected. For Torque and BlitzBasic output, the No Bones switch will let you output a non-animated 3D model. Bones carry a performance penalty in Torque, so use this option for all non-animated models. With the No Bones option you can select either the skeleton (if it has one) or just the mesh object itself.
from the docs...
Blitz Basic: Generates a b3d format model file and one or more jpg texture files.
These three formats share a common export dialog.
Files:
Texture Dir: The directory where the texture file(s) (if any) will be placed, since it is frequently different from where the model file needs to go.
Frames: Defines the animation frames that will be exported.
Base: The zero frame from which all movements are based. (Note: It does not have to be included in the animation.) It is also the frame that is used to assign points to bones, so a non-deformed frame may work better in some cases.
Start: The first frame output.
End: The last frame output. Number of frames = End - Start + 1.
Output options:
Scale: Scales the model up or down to match your other game components. This is a multiplier, not a percentage. 10 is ten times bigger, not ten percent bigger. You can enter decimal places in the edit box.
Split Joints: By default, all points in the joint area on the near end of a bone are assigned to that bone. With this switch on, it will split the joints and assign them to the closest bone. This is a user option as some models look better with this on, but some look better with it off, depending on the model and the movement in the specific animation.
No Bones: With the Conitec A6 mdl7 format, which supports vertex animation, the animation will be exported as a vertex animation if No Bones is selected. For Torque and BlitzBasic output, the No Bones switch will let you output a non-animated 3D model. Bones carry a performance penalty in Torque, so use this option for all non-animated models. With the No Bones option you can select either the skeleton (if it has one) or just the mesh object itself.