Wavefront OBJ
参考
菜单
文件‣ 导入/导出 ‣ Wavefront (.obj)
OBJ是行业内广泛使用的事实标准。OBJ格式是一种流行的纯文本格式,但它只支持基本的几何与材质信息。
Note
There is no support for armatures, lights, cameras, empty objects, parenting, or transformations. See Compatibility for more information.
用法
Export geometry and curves to the OBJ format.
正在导出
属性
动画
动画
导出从起始帧到结束帧的每一帧为带标号的OBJ文件。请注意这将划分相当长的时间。
起始帧、结束帧
The first and last frame to export, used to determine the range of exported frames.
物体属性
Axis Forward, Up
Since many applications use a different axis for ‘Up’, there are axis conversion settings, Forward and Up axis — By mapping these to different axis you can convert rotations between applications default up and forward axis.
Blender使用Y轴向前,Z轴向上(因为前视图沿+Y轴方向看)。 例如,许多应用程序通常使用Y作为向上轴,在这种情况下,需要使用-Z轴向前,Y轴向上。
比例|缩放
导出时使用全局比例。
仅选中
只导出选定的物体,否则将导出场景中所有物体。
属性
For properties that have different settings for the viewport/final render pick which is used for output. One example where this is important is the 表面细分修改器.
Viewport (Default)
使用视图属性。
渲染
使用最终渲染属性。
几何导出
UV 坐标
从Blender导出活动的UV层坐标。
法向
导出Blender的面和顶点的法线(取决于曲面平滑设置)。
大多数情况下,这不是必需的,因为大多数应用程序将计算自己的法线,但为了匹配Blender的法线贴图纹理,您也需要编写它们。
材质
导出OBJ时一并写入MTL文件。大多数支持OBJ的导入器也会读取MTL文件。
三角化网格
将四边面导出为两个三面角形。有些程序只有非常基本的OBJ支持,只支持三角面。
曲线作为 NURBS
将NURBS曲线写为OBJ NURBS而不是转换为几何体。
分组
物体组
将每个Blender物体导出为OBJ物体。
Note
Note that as far as Blender is concerned there is no difference between OBJ Groups and Objects, this option is only included for applications that treat them differently.
材质组
为每种材质创建OBJ组。
顶点组
Export the name of the vertex group of a face. It is approximated by choosing the vertex group with the most members among the vertices of a face.
平滑组 Smooth Groups
Write Blender’s sharp edges as smooth groups.
Bitflag组
Generate Bitflags for smooth Groups.
Importing
Importing OBJ-files is currently handled by a python importer which is included as an addon. It’s documentation can be found here: OBJ Importer </addons/import_export/scene_obj>.
兼容性
NURBS表面,文本3D及变形球在导出时会被转换为网格。