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<div class="section" id="wavefront-obj"> | |
<h1>Wavefront OBJ<a class="headerlink" href="#wavefront-obj" title="Permalink to this headline">¶</a></h1> | |
<div class="refbox admonition"> | |
<p class="first admonition-title">Reference</p> | |
<table class="last docutils field-list" frame="void" rules="none"> | |
<col class="field-name" /> | |
<col class="field-body" /> | |
<tbody valign="top"> | |
<tr class="field-odd field"><th class="field-name">Category:</th><td class="field-body">Import-Export</td> | |
</tr> | |
<tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">File ‣ Import/Export ‣ Wavefront (.obj)</span></td> | |
</tr> | |
</tbody> | |
</table> | |
</div> | |
<p>OBJ is a widely used de facto standard in the 3D industry. | |
The OBJ format is a popular plain text format, however, it has only basic geometry and material support.</p> | |
<ul class="simple"> | |
<li>Mesh: vertices, faces, edges, normals, UV’s</li> | |
<li>Separation by groups/objects</li> | |
<li>Materials/textures</li> | |
<li>NURBS curves and surfaces</li> | |
</ul> | |
<div class="admonition note"> | |
<p class="first admonition-title">Note</p> | |
<p class="last">There is no support for mesh vertex colors, armatures, animation, | |
lights, cameras, empty objects, parenting, or transformations.</p> | |
</div> | |
<div class="admonition warning"> | |
<p class="first admonition-title">Warning</p> | |
<ul class="last simple"> | |
<li>Importing very large OBJ-files (over a few 100mb), can use a lot of RAM.</li> | |
<li>OBJ’s export using Unix line endings <code class="docutils literal notranslate"><span class="pre">\n</span></code> even on windows, | |
if you open the files in a text editor it must recognize <code class="docutils literal notranslate"><span class="pre">\n</span></code> line endings.</li> | |
</ul> | |
</div> | |
<div class="section" id="usage"> | |
<h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2> | |
<p>Import/Export geometry and curves to the OBJ format.</p> | |
<p>If there is a matching <code class="docutils literal notranslate"><span class="pre">.MTL</span></code> for the OBJ then its materials will be imported too.</p> | |
</div> | |
<div class="section" id="properties"> | |
<h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2> | |
<div class="section" id="import"> | |
<h3>Import<a class="headerlink" href="#import" title="Permalink to this headline">¶</a></h3> | |
<dl class="docutils"> | |
<dt>Smooth Groups</dt> | |
<dd>Surround OBJ smooth groups by sharp edges. | |
Note that these will only be displayed when the Edge Split modifier is enabled.</dd> | |
<dt>Lines</dt> | |
<dd>Import OBJ lines and two-sided faces as mesh edges.</dd> | |
<dt>Split/Keep Vertex Order</dt> | |
<dd>When importing an OBJ it’s useful to split up the objects into Blender objects, | |
named according to the OBJ-file. However, this splitting looses the vertex order which | |
is needed when using OBJ-files as morph targets. It also looses any vertices that | |
are not connected to a face so this must be disabled if you want to keep the vertex order.</dd> | |
<dt>Split by Object & Split by Group</dt> | |
<dd><p class="first">When importing an OBJ it’s useful to split up the objects into Blender objects, | |
named according to the OBJ-file. However, this splitting looses the vertex order which | |
is needed when using OBJ-files as morph targets. It also looses any vertices that | |
are not connected to a face, so this must be disabled if you want to keep the vertex order.</p> | |
<p class="last">As far as Blender is concerned OBJ Objects and Groups are no difference, | |
since they are just two levels of separation, | |
the OBJ groups are not equivalent to Blender groups, so both can optionally be used for splitting.</p> | |
</dd> | |
<dt>Clamp Size</dt> | |
<dd>OBJ-files often vary greatly in scale, this setting clamps the imported file to a fixed size.</dd> | |
<dt>Forward / Up Axis</dt> | |
<dd><p class="first">Since many applications use a different axis for ‘Up’, these are axis conversion for these settings, | |
Forward and Up axes – By mapping these to different axes you can convert rotations | |
between applications default up and forward axes.</p> | |
<p class="last">Blender uses Y Forward, Z Up (since the front view looks along the +Y direction). | |
For example, it’s common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.</p> | |
</dd> | |
<dt>Image Search</dt> | |
<dd>This enables a recursive file search if an image file can’t be found.</dd> | |
</dl> | |
</div> | |
<div class="section" id="export"> | |
<h3>Export<a class="headerlink" href="#export" title="Permalink to this headline">¶</a></h3> | |
<dl class="docutils"> | |
<dt>Selected Objects</dt> | |
<dd>Only export the selected objects. Otherwise export all objects in the scene.</dd> | |
<dt>Animation</dt> | |
<dd>Exports a numbered OBJ for each frame from the start to the end frame. | |
Please be aware that this can take quite a long time.</dd> | |
<dt>Apply Modifiers</dt> | |
<dd>Export mesh objects as seen in the 3D Viewport with all modifiers applied. | |
Mostly you will want this unless you are exporting a subdivision surface cage.</dd> | |
<dt>Edges</dt> | |
<dd>Export loose edges as two-sided faces. Mostly there is no need for this | |
but it’s enabled by default to ensure all geometry data is exported.</dd> | |
<dt>Normals</dt> | |
<dd><p class="first">Write out Blender’s face and vertex normals (depending on the faces smooth setting).</p> | |
<p class="last">Mostly this isn’t needed since most applications will calculate their | |
own normals but to match Blender’s normal map textures you will need to write these too.</p> | |
</dd> | |
<dt>UVs</dt> | |
<dd>Write out the active UV layers coordinates from Blender.</dd> | |
<dt>Materials</dt> | |
<dd>Write out the MTL-file along with the OBJ. Most importers that support OBJ will also read the MTL-file.</dd> | |
<dt>Triangulate</dt> | |
<dd>Write out quads as two triangles. Some programs only have very basic OBJ support and only support triangles.</dd> | |
<dt>Polygroups</dt> | |
<dd>Write faces into OBJ groups based on the meshes vertex group. | |
Note that this does a best guess since a face’s vertices can be in multiple vertex groups.</dd> | |
<dt>NURBS</dt> | |
<dd>Write out NURBS curves as OBJ NURBS rather than converting to geometry.</dd> | |
<dt>Objects as OBJ Objects / Groups</dt> | |
<dd><p class="first">Write out each Blender object as an OBJ object.</p> | |
<div class="last admonition note"> | |
<p class="first admonition-title">Note</p> | |
<p class="last">Note that as far as Blender is concerned there is no difference between OBJ Groups and Objects, | |
this option is only included for applications which treat them differently.</p> | |
</div> | |
</dd> | |
<dt>Material Groups</dt> | |
<dd>Create OBJ groups per material.</dd> | |
<dt>Keep Vertex Order</dt> | |
<dd>Maintain vertex order on export. This is needed when OBJ is used for morph targets.</dd> | |
<dt>Scale</dt> | |
<dd>Global scale to use on export.</dd> | |
<dt>Forward / Up Axis</dt> | |
<dd><p class="first">Since many applications use a different axis for ‘Up’, there are axis conversion there settings, | |
Forward and Up axis – By mapping these to different axis you can convert rotations | |
between applications default up and forward axis.</p> | |
<p class="last">Blender uses Y Forward, Z Up (since the front view looks along the +Y direction). | |
For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.</p> | |
</dd> | |
<dt>Path Mode</dt> | |
<dd><p class="first">When referencing paths in exported files you may want some control as to the method used since absolute paths | |
may only be correct on you’re own system. Relative paths on the other hand are more portable | |
but mean you have to keep your files grouped when moving about on your local file system. | |
In some cases the path doesn’t matter since the target application will search | |
a set of predefined paths anyway so you have the option to strip the path too.</p> | |
<table class="last docutils field-list" frame="void" rules="none"> | |
<col class="field-name" /> | |
<col class="field-body" /> | |
<tbody valign="top"> | |
<tr class="field-odd field"><th class="field-name">Auto:</th><td class="field-body">Uses relative paths for files which are in a subdirectory of the exported location, | |
absolute for any directories outside that.</td> | |
</tr> | |
<tr class="field-even field"><th class="field-name">Absolute:</th><td class="field-body">Uses full paths.</td> | |
</tr> | |
<tr class="field-odd field"><th class="field-name">Relative:</th><td class="field-body">Uses relative paths in every case (except when on a different drive on windows).</td> | |
</tr> | |
<tr class="field-even field"><th class="field-name">Match:</th><td class="field-body">Uses relative / absolute paths based on the paths used in Blender.</td> | |
</tr> | |
<tr class="field-odd field"><th class="field-name">Strip Path:</th><td class="field-body">Only write the filename and omit the path component.</td> | |
</tr> | |
<tr class="field-even field"><th class="field-name">Copy:</th><td class="field-body">Copy the file on exporting and reference it with a relative path.</td> | |
</tr> | |
</tbody> | |
</table> | |
</dd> | |
</dl> | |
</div> | |
</div> | |
<div class="section" id="compatibility"> | |
<h2>Compatibility<a class="headerlink" href="#compatibility" title="Permalink to this headline">¶</a></h2> | |
<p>NURBS surfaces, text3D and metaballs are converted to meshes at export time.</p> | |
<div class="section" id="missing"> | |
<h3>Missing<a class="headerlink" href="#missing" title="Permalink to this headline">¶</a></h3> | |
<p>Some of the following features are missing:</p> | |
<ul class="simple"> | |
<li>NURBS Surfaces – this could be added but is not widely used.</li> | |
<li>Advanced Material Settings – There are material options documented | |
but very few files use them and there are few examples available.</li> | |
<li>Normals – Blender ignores normals from imported files, recalculating them based on the geometry.</li> | |
</ul> | |
</div> | |
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