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- <title>Animation &amp; Rigging &mdash; Blender Manual</title>
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  <link rel="index" title="Index" href="../genindex.html" />
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  <link rel="search" title="Search" href="../search.html" />
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  <li class="toctree-l1"><a class="reference internal" href="../modeling/index.html">Modeling</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../sculpt_paint/index.html">Sculpting &amp; Painting</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../grease_pencil/index.html">Grease Pencil</a></li>
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- <li class="toctree-l1 current"><a class="current reference internal" href="#">Animation &amp; Rigging</a><ul>
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- <li class="toctree-l2"><a class="reference internal" href="introduction.html">Introduction</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="keyframes/index.html">Keyframes</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="armatures/index.html">Armatures</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="lattice.html">Lattice</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="constraints/index.html">Constraints</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="motion_paths.html">Motion Paths</a></li>
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- </ul>
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- </li>
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  <li class="toctree-l1"><a class="reference internal" href="../physics/index.html">Physics</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../render/index.html">Rendering</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../compositing/index.html">Compositing</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../movie_clip/index.html">Tracking &amp; Masking</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../video_editing/index.html">Video Editing</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../files/index.html">Files &amp; Data System</a></li>
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- <li class="toctree-l1"><a class="reference internal" href="../addons/index.html">Add-ons</a></li>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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  <li class="toctree-l1"><a class="reference internal" href="../advanced/index.html">Advanced</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../glossary/index.html">Glossary</a></li>
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  <li><a href="../index.html">Docs</a> &raquo;</li>
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- <li>Animation &amp; Rigging</li>
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- <div class="section" id="animation-rigging">
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- <span id="bpy-ops-anim"></span><span id="animation-index"></span><h1>Animation &amp; Rigging<a class="headerlink" href="#animation-rigging" title="Permalink to this headline">¶</a></h1>
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  <ul>
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- <li class="toctree-l1"><a class="reference internal" href="introduction.html">Introduction</a><ul>
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- <li class="toctree-l2"><a class="reference internal" href="introduction.html#animation">Animation</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="introduction.html#rigging">Rigging</a></li>
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- </ul>
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- </li>
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- <li class="toctree-l1"><a class="reference internal" href="keyframes/index.html">Keyframes</a><ul>
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- <li class="toctree-l2"><a class="reference internal" href="keyframes/introduction.html">Introduction</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="keyframes/editing.html">Editing</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="keyframes/keying_sets.html">Keying Sets</a></li>
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- </ul>
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- </li>
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- <li class="toctree-l1"><a class="reference internal" href="armatures/index.html">Armatures</a><ul>
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- <li class="toctree-l2"><a class="reference internal" href="armatures/introduction.html">Introduction</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="armatures/bones/index.html">Bones</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="armatures/properties/index.html">Properties</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="armatures/structure.html">Structure</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="armatures/skinning/index.html">Skinning</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="armatures/posing/index.html">Posing</a></li>
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- </ul>
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- </li>
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- <li class="toctree-l1"><a class="reference internal" href="lattice.html">Lattice</a><ul>
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- <li class="toctree-l2"><a class="reference internal" href="lattice.html#editing">Editing</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="lattice.html#usage">Usage</a></li>
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- </ul>
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- <li class="toctree-l1"><a class="reference internal" href="constraints/index.html">Constraints</a><ul>
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- <li class="toctree-l2"><a class="reference internal" href="constraints/introduction.html">Introduction</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="constraints/index.html#interface">Interface</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="constraints/index.html#motion-tracking">Motion Tracking</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="constraints/index.html#transform">Transform</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="constraints/index.html#tracking">Tracking</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="constraints/index.html#relationship">Relationship</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="drivers/introduction.html">Introduction</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="markers.html#add-marker">Add Marker</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="markers.html#selecting">Selecting</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="markers.html#editing">Editing</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="markers.html#bind-camera-to-marker">Bind Camera to Marker</a></li>
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- </ul>
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- </li>
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- <li class="toctree-l1"><a class="reference internal" href="shape_keys/index.html">Shape Keys</a><ul>
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- <li class="toctree-l2"><a class="reference internal" href="shape_keys/introduction.html">Introduction</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="shape_keys/shape_keys_panel.html">Shape Keys Panel</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="shape_keys/workflow.html">Workflow</a></li>
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- </ul>
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- </li>
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- <li class="toctree-l1"><a class="reference internal" href="motion_paths.html">Motion Paths</a><ul>
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- <li class="toctree-l2"><a class="reference internal" href="motion_paths.html#options">Options</a></li>
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- <li class="toctree-l2"><a class="reference internal" href="motion_paths.html#example">Example</a></li>
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- </ul>
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  <link rel="index" title="Index" href="../genindex.html" />
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  <link rel="search" title="Search" href="../search.html" />
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+ <link rel="next" title="BioVision Motion Capture (BVH)" href="io_anim_bvh.html" />
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  <li class="toctree-l1"><a class="reference internal" href="../modeling/index.html">Modeling</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../sculpt_paint/index.html">Sculpting &amp; Painting</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../grease_pencil/index.html">Grease Pencil</a></li>
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+ <li class="toctree-l1"><a class="reference internal" href="../animation/index.html">Animation &amp; Rigging</a></li>
 
 
 
 
 
 
 
 
 
 
 
 
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  <li class="toctree-l1"><a class="reference internal" href="../render/index.html">Rendering</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../compositing/index.html">Compositing</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../movie_clip/index.html">Tracking &amp; Masking</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../video_editing/index.html">Video Editing</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../files/index.html">Files &amp; Data System</a></li>
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+ <li class="toctree-l1 current"><a class="current reference internal" href="#">Add-ons</a><ul>
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+ <li class="toctree-l2"><a class="reference internal" href="#import-export">Import-Export</a><ul>
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+ <li class="toctree-l3"><a class="reference internal" href="io_anim_bvh.html">BioVision Motion Capture (BVH)</a></li>
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+ <li class="toctree-l3"><a class="reference internal" href="io_curve_svg.html">Scalable Vector Graphics (SVG)</a></li>
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+ <li class="toctree-l3"><a class="reference internal" href="io_mesh_ply.html">Stanford PLY</a></li>
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+ <li class="toctree-l3"><a class="reference internal" href="io_mesh_stl.html">STL</a></li>
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+ <li class="toctree-l3"><a class="reference internal" href="io_mesh_uv_layout.html">UV Layout</a></li>
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+ <li class="toctree-l3"><a class="reference internal" href="io_scene_fbx.html">FBX</a></li>
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+ <li class="toctree-l3"><a class="reference internal" href="io_scene_gltf2.html">glTF 2.0</a></li>
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+ <li class="toctree-l3"><a class="reference internal" href="io_scene_obj.html">Wavefront OBJ</a></li>
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+ <li class="toctree-l3"><a class="reference internal" href="io_scene_x3d.html">Web3D X3D/VRML2</a></li>
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+ </ul>
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+ </li>
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+ <li class="toctree-l2"><a class="reference internal" href="#render">Render</a><ul>
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+ <li class="toctree-l3"><a class="reference internal" href="render_freestyle_svg.html">Freestyle SVG Exporter</a></li>
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+ </ul>
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+ </li>
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+ </ul>
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+ </li>
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  <li class="toctree-l1"><a class="reference internal" href="../advanced/index.html">Advanced</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../troubleshooting/index.html">Troubleshooting</a></li>
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  <li class="toctree-l1"><a class="reference internal" href="../glossary/index.html">Glossary</a></li>
 
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+ <h1>Add-ons<a class="headerlink" href="#add-ons" title="Permalink to this headline">¶</a></h1>
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+ <div class="section" id="import-export">
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+ <h2>Import-Export<a class="headerlink" href="#import-export" title="Permalink to this headline">¶</a></h2>
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+ <div class="toctree-wrapper compound" id="addons-io">
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  <ul>
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+ <li class="toctree-l1"><a class="reference internal" href="io_anim_bvh.html">BioVision Motion Capture (BVH)</a></li>
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+ <li class="toctree-l1"><a class="reference internal" href="io_curve_svg.html">Scalable Vector Graphics (SVG)</a></li>
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+ <li class="toctree-l1"><a class="reference internal" href="io_mesh_ply.html">Stanford PLY</a></li>
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+ <li class="toctree-l1"><a class="reference internal" href="io_mesh_stl.html">STL</a></li>
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+ <li class="toctree-l1"><a class="reference internal" href="io_mesh_uv_layout.html">UV Layout</a></li>
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+ <li class="toctree-l1"><a class="reference internal" href="io_scene_fbx.html">FBX</a></li>
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+ <li class="toctree-l1"><a class="reference internal" href="io_scene_gltf2.html">glTF 2.0</a></li>
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+ <li class="toctree-l1"><a class="reference internal" href="io_scene_obj.html">Wavefront OBJ</a></li>
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+ <li class="toctree-l1"><a class="reference internal" href="io_scene_x3d.html">Web3D X3D/VRML2</a></li>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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+ </div>
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+ </div>
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+ <div class="section" id="render">
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+ <div class="toctree-wrapper compound" id="addons-render">
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+ <ul>
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+ <li class="toctree-l1"><a class="reference internal" href="render_freestyle_svg.html">Freestyle SVG Exporter</a></li>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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+ <h1>BioVision Motion Capture (BVH)<a class="headerlink" href="#biovision-motion-capture-bvh" title="Permalink to this headline">¶</a></h1>
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+ <div class="refbox admonition">
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+ <p class="first admonition-title">Reference</p>
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+ <table class="last docutils field-list" frame="void" rules="none">
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+ <col class="field-name" />
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+ <tbody valign="top">
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+ <tr class="field-odd field"><th class="field-name">Category:</th><td class="field-body">Import-Export</td>
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+ </tr>
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+ <tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">File ‣ Import/Export ‣ Motion Capture (.bvh)</span></td>
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+ </tr>
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+ </tbody>
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+ </table>
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+ </div>
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+ <div class="section" id="usage">
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+ <h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2>
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+ <p>TODO.</p>
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+ </div>
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+ <div class="section" id="properties">
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+ <h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2>
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+ <div class="section" id="import">
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+ <h3>Import<a class="headerlink" href="#import" title="Permalink to this headline">¶</a></h3>
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+ <dl class="docutils">
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+ <dt>Forward / Up Axis</dt>
244
+ <dd><p class="first">Since many applications use a different axis for ‘Up’, these are axis conversion for these settings,
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+ Forward and Up axes – By mapping these to different axes you can convert rotations
246
+ between applications default up and forward axes.</p>
247
+ <p class="last">Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
248
+ For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.</p>
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+ </dd>
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+ <dt>Target</dt>
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+ <dd>TODO.</dd>
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+ <dt>Scale</dt>
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+ <dd>TODO.</dd>
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+ <dt>Scale FPS</dt>
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+ <dd>TODO.</dd>
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+ <dt>Update Scene FPS</dt>
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+ <dd>TODO.</dd>
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+ <dt>Update Scene Duration</dt>
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+ <dd>TODO.</dd>
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+ <dt>Loop</dt>
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+ <dd>TODO.</dd>
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+ <dt>Rotation</dt>
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+ <dd>TODO.</dd>
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+ </dl>
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+ </div>
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+ <div class="section" id="export">
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+ <h3>Export<a class="headerlink" href="#export" title="Permalink to this headline">¶</a></h3>
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+ <dl class="docutils">
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+ <dt>Scale</dt>
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+ <dd>TODO.</dd>
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+ <dt>Start/End Frame</dt>
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+ <dd>TODO.</dd>
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+ <dt>Rotation</dt>
274
+ <dd>TODO.</dd>
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+ <dt>Root Translation Only</dt>
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+ <dd>TODO.</dd>
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+ <div class="admonition note">
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+ <p class="first admonition-title">Note</p>
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+ <p class="last">Currently the script allows only importing and is limited to path geometry only.</p>
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+ <h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2>
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+ <h1>Stanford PLY<a class="headerlink" href="#stanford-ply" title="Permalink to this headline">¶</a></h1>
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+ <col class="field-name" />
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+ <tbody valign="top">
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+ <p class="first admonition-title">Warning</p>
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+ <p class="last">Only one mesh can be exported at a time.</p>
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+ </div>
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+ <div class="section" id="properties">
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+ <h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2>
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+ <div class="section" id="import">
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+ <h3>Import<a class="headerlink" href="#import" title="Permalink to this headline">¶</a></h3>
242
+ <p>The import does not have any properties.</p>
243
+ </div>
244
+ <div class="section" id="export">
245
+ <h3>Export<a class="headerlink" href="#export" title="Permalink to this headline">¶</a></h3>
246
+ <dl class="docutils">
247
+ <dt>Apply Modifiers</dt>
248
+ <dd>Todo.</dd>
249
+ <dt>Normals</dt>
250
+ <dd>Todo.</dd>
251
+ <dt>UVs</dt>
252
+ <dd>Todo.</dd>
253
+ <dt>Vertex Colors</dt>
254
+ <dd>Todo.</dd>
255
+ <dt>Forward</dt>
256
+ <dd>TODO.</dd>
257
+ <dt>Up</dt>
258
+ <dd>TODO.</dd>
259
+ <dt>Scale</dt>
260
+ <dd>TODO.</dd>
261
+ </dl>
262
+ </div>
263
+ </div>
264
+ <div class="section" id="usage">
265
+ <h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2>
266
+ <p>Use the operator to import ASCII or binary PLY-files, you can select multiple files at once.
267
+ For exporting, you can choose to enable or disable the modifiers during the export
268
+ and you can choose which data you want to export (UV textures, vertex colors, …).</p>
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+
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+ <div class="section" id="stl">
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+ <h1>STL<a class="headerlink" href="#stl" title="Permalink to this headline">¶</a></h1>
221
+ <div class="refbox admonition">
222
+ <p class="first admonition-title">Reference</p>
223
+ <table class="last docutils field-list" frame="void" rules="none">
224
+ <col class="field-name" />
225
+ <col class="field-body" />
226
+ <tbody valign="top">
227
+ <tr class="field-odd field"><th class="field-name">Category:</th><td class="field-body">Import-Export</td>
228
+ </tr>
229
+ <tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">File ‣ Import/Export ‣ Stl (.stl)</span></td>
230
+ </tr>
231
+ </tbody>
232
+ </table>
233
+ </div>
234
+ <p>This format is useful if you intend to import/export the files for CAD software.
235
+ It is also commonly used for loading into 3D printing software.</p>
236
+ <div class="admonition warning">
237
+ <p class="first admonition-title">Warning</p>
238
+ <p class="last">Currently the script does not handle importing or exporting of normals
239
+ and does not handle endianness, there is nothing in the STL specification about it.</p>
240
+ </div>
241
+ <div class="section" id="properties">
242
+ <h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2>
243
+ <div class="section" id="common">
244
+ <h3>Common<a class="headerlink" href="#common" title="Permalink to this headline">¶</a></h3>
245
+ <dl class="docutils">
246
+ <dt>Forward / Up Axis</dt>
247
+ <dd><p class="first">Since many applications use a different axis for ‘Up’, these are axis conversion for these settings,
248
+ Forward and Up axes – By mapping these to different axes you can convert rotations
249
+ between applications default up and forward axes.</p>
250
+ <p class="last">Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
251
+ For example, it’s common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.</p>
252
+ </dd>
253
+ <dt>Scale</dt>
254
+ <dd>TODO.</dd>
255
+ <dt>Scene Unit</dt>
256
+ <dd>TODO.</dd>
257
+ </dl>
258
+ </div>
259
+ <div class="section" id="import">
260
+ <h3>Import<a class="headerlink" href="#import" title="Permalink to this headline">¶</a></h3>
261
+ <dl class="docutils">
262
+ <dt>Facet Normals</dt>
263
+ <dd>TODO.</dd>
264
+ </dl>
265
+ </div>
266
+ <div class="section" id="export">
267
+ <h3>Export<a class="headerlink" href="#export" title="Permalink to this headline">¶</a></h3>
268
+ <dl class="docutils">
269
+ <dt>Selection Only</dt>
270
+ <dd>TODO.</dd>
271
+ <dt>ASCII</dt>
272
+ <dd>TODO.</dd>
273
+ <dt>Apply Modifiers</dt>
274
+ <dd>TODO.</dd>
275
+ <dt>Batch Mode</dt>
276
+ <dd>TODO.</dd>
277
+ </dl>
278
+ </div>
279
+ </div>
280
+ <div class="section" id="usage">
281
+ <h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2>
282
+ <p>Use the operator to import ASCII or binary STL-files, you can select multiple files at once.
283
+ For exporting you can select multiple objects and they will be exported as a single STL-file.
284
+ You can select between ASCII/binary file format (binary is more compact).
285
+ You can also choose to enable or disable the modifiers during the export.</p>
286
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287
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+ <div class="section" id="uv-layout">
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+ <h1>UV Layout<a class="headerlink" href="#uv-layout" title="Permalink to this headline">¶</a></h1>
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+ <div class="refbox admonition">
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+ <p class="first admonition-title">Reference</p>
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+ <table class="last docutils field-list" frame="void" rules="none">
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+ <col class="field-name" />
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+ <col class="field-body" />
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+ <tbody valign="top">
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+ <tr class="field-odd field"><th class="field-name">Category:</th><td class="field-body">Import-Export</td>
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+ </tr>
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+ <tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">UV Editor ‣ UVs ‣ Export UV Layout</span></td>
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+ </tr>
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+ </tbody>
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+ </table>
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+ </div>
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+ <div class="section" id="usage">
235
+ <h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2>
236
+ <p>Using your favorite image painting program, you could use an exported UV layout to create a texture.
237
+ Then save your changes, and back in Blender, use the <span class="menuselection">Image ‣ Open</span>
238
+ to load it as your UV image for the mesh in Edit Mode for the desired (and active) UV map.</p>
239
+ <p>As a way of communicating to an artist who is painting your UV Texture for you,
240
+ Blender has a tool called <em>UV Layout</em> (<span class="menuselection">UV Editor ‣ UVs ‣ Export UV Layout</span>)
241
+ that saves an image as a <code class="docutils literal notranslate"><span class="pre">Targa</span></code> (<code class="docutils literal notranslate"><span class="pre">.tga</span></code>), <code class="docutils literal notranslate"><span class="pre">EPS</span></code>, or <code class="docutils literal notranslate"><span class="pre">SVG</span></code> format for the object you have selected.</p>
242
+ <p>The image will be lines defining the UV edges that are within the image area of the UV mapping area.
243
+ Edges outside the boundary, even if selected, will not be shown in the saved graphic.
244
+ The artist will use this as a transparent layer in their paint program as a guide when painting your texture.
245
+ The example below shows Blender in the background, and the Gimp working on the texture,
246
+ using the saved layout as a guide. Note that <code class="docutils literal notranslate"><span class="pre">targa</span></code> format supports the Alpha channel,
247
+ so you can paint transparent areas of the mesh. For using images as textures, see the page on
248
+ <a class="reference internal" href="../render/materials/legacy_textures/types/image_movie.html"><span class="doc">Image Textures</span></a>.</p>
249
+ <table border="1" class="docutils">
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+ <colgroup>
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+ <col width="50%" />
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+ <col width="50%" />
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+ </colgroup>
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+ <tbody valign="top">
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+ <tr class="row-odd"><td><div class="first last figure" id="id1">
256
+ <a class="reference internal image-reference" href="../_images/addons_io-uv-layout_uv-layout.png"><img alt="../_images/addons_io-uv-layout_uv-layout.png" src="../_images/addons_io-uv-layout_uv-layout.png" style="width: 320px;" /></a>
257
+ <p class="caption"><span class="caption-text">A UV layout in the UV Editor.</span></p>
258
+ </div>
259
+ </td>
260
+ <td><div class="first last figure" id="id2">
261
+ <a class="reference internal image-reference" href="../_images/addons_io-uv-layout_uv-layout-export.png"><img alt="../_images/addons_io-uv-layout_uv-layout-export.png" src="../_images/addons_io-uv-layout_uv-layout-export.png" style="width: 320px;" /></a>
262
+ <p class="caption"><span class="caption-text">A UV layout in a paint program.</span></p>
263
+ </div>
264
+ </td>
265
+ </tr>
266
+ </tbody>
267
+ </table>
268
+ </div>
269
+ <div class="section" id="properties">
270
+ <h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2>
271
+ <div class="figure" id="id3">
272
+ <img alt="../_images/addons_io-uv-layout_export-panel.png" src="../_images/addons_io-uv-layout_export-panel.png" />
273
+ <p class="caption"><span class="caption-text">Export options.</span></p>
274
+ </div>
275
+ <dl class="docutils">
276
+ <dt>All UVs</dt>
277
+ <dd>if disabled, then only the UV faces selected will be outlined.</dd>
278
+ <dt>Modified</dt>
279
+ <dd>Export UVs from the modified mesh.</dd>
280
+ <dt>Format</dt>
281
+ <dd>Select the type of image file to save (<code class="docutils literal notranslate"><span class="pre">.png</span></code>, <code class="docutils literal notranslate"><span class="pre">.eps</span></code>, <code class="docutils literal notranslate"><span class="pre">.svg</span></code>).</dd>
282
+ <dt>Size</dt>
283
+ <dd>select the size of the image in pixels. The image be square.</dd>
284
+ <dt>Fill Opacity</dt>
285
+ <dd>Set the opacity of the fill.</dd>
286
+ </dl>
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+ <div role="main" class="document" itemscope="itemscope" itemtype="http://schema.org/Article">
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+ <div itemprop="articleBody">
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+
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+ <div class="section" id="fbx">
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+ <h1>FBX<a class="headerlink" href="#fbx" title="Permalink to this headline">¶</a></h1>
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+ <div class="refbox admonition">
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+ <p class="first admonition-title">Reference</p>
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+ <table class="last docutils field-list" frame="void" rules="none">
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+ <col class="field-name" />
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+ <col class="field-body" />
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+ <tbody valign="top">
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+ <tr class="field-odd field"><th class="field-name">Category:</th><td class="field-body">Import-Export</td>
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+ </tr>
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+ <tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">File ‣ Import/Export ‣ FBX (.fbx)</span></td>
231
+ </tr>
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+ </tbody>
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+ </table>
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+ </div>
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+ <div class="section" id="usage">
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+ <h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2>
237
+ <p>This format is mainly use for interchanging character animations between applications
238
+ and is supported by applications such as Cinema4D, Maya, Autodesk 3ds Max, Wings3D and
239
+ engines such as Unity3D, Unreal Engine 3/UDK and Unreal Engine 4.</p>
240
+ <p>The exporter can bake mesh modifiers and animation into the FBX so the final result looks the same as in Blender.</p>
241
+ <div class="admonition note">
242
+ <p class="first admonition-title">Note</p>
243
+ <ul class="last simple">
244
+ <li>Bones would need to get a correction to their orientation
245
+ (FBX bones seems to be -X aligned, Blender’s are Y aligned),
246
+ this does not affect skinning or animation, but imported bones in other applications will look wrong.</li>
247
+ <li>Animations (FBX AnimStacks, Blender actions) <strong>are not linked</strong> to their object,
248
+ because there is no real way to know which stack to use as ‘active’ action for a given object, mesh or bone.
249
+ This may be enhanced to be smarter in the future, but it’s not really considered urgent,
250
+ so for now you’ll have to link actions to objects manually.</li>
251
+ <li>Armature instances <strong>are not supported</strong>.</li>
252
+ </ul>
253
+ </div>
254
+ <div class="admonition note">
255
+ <p class="first admonition-title">Note</p>
256
+ <ul class="last simple">
257
+ <li>Bones’ orientation importing is complex, you may have to play a bit with
258
+ related settings until you get the expected results.</li>
259
+ <li>Animation support is minimal currently, we read all curves as if they were ‘baked’ ones
260
+ (i.e. a set of close keyframes with linear interpolation).</li>
261
+ <li>Imported actions are linked to their related object, bone or shape key, on a ‘first one wins’ basis.
262
+ If you export a set of them for a single object you’ll have to reassign them yourself.</li>
263
+ </ul>
264
+ </div>
265
+ <div class="admonition note">
266
+ <p class="first admonition-title">Note</p>
267
+ <p>Saving Just Animations</p>
268
+ <p class="last">The FBX file format supports files that only contain takes.
269
+ It is up to you to keep track of which animation belongs to which model.
270
+ The animation that will be exported is the currently selected action within the Action editor.
271
+ To reduce the file size, turn off the exporting of any parts you do not want and disable <em>All Actions</em>.
272
+ For armature animations typically you just leave the armature enabled which is necessary for
273
+ that type of animation. Reducing what is output makes the export and future import much faster.
274
+ Normally each action will have its own name but the current or
275
+ only take can be forced to be named “Default Take”. Typically, this option can remain off.</p>
276
+ </div>
277
+ </div>
278
+ <div class="section" id="properties">
279
+ <h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2>
280
+ <div class="section" id="import">
281
+ <h3>Import<a class="headerlink" href="#import" title="Permalink to this headline">¶</a></h3>
282
+ <div class="section" id="main">
283
+ <h4>Main<a class="headerlink" href="#main" title="Permalink to this headline">¶</a></h4>
284
+ <dl class="docutils">
285
+ <dt>Manual Orientation</dt>
286
+ <dd>TODO.</dd>
287
+ <dt>Forward / Up Axis</dt>
288
+ <dd><p class="first">Since many applications use a different axis for ‘Up’, these are axis conversion for these settings,
289
+ Forward and Up axes – By mapping these to different axes you can convert rotations
290
+ between applications default up and forward axes.</p>
291
+ <p class="last">Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
292
+ For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.</p>
293
+ </dd>
294
+ <dt>Apply Transform</dt>
295
+ <dd>TODO.</dd>
296
+ <dt>Import Normals</dt>
297
+ <dd>TODO.</dd>
298
+ <dt>Import Animation</dt>
299
+ <dd><p class="first">TODO.</p>
300
+ <dl class="last docutils">
301
+ <dt>Animation Offset</dt>
302
+ <dd>TODO.</dd>
303
+ </dl>
304
+ </dd>
305
+ <dt>Import User Properties</dt>
306
+ <dd>TODO.</dd>
307
+ <dt>Import Enums As Strings</dt>
308
+ <dd>TODO.</dd>
309
+ <dt>Image Search</dt>
310
+ <dd>TODO.</dd>
311
+ <dt>Decal Offset</dt>
312
+ <dd>TODO.</dd>
313
+ <dt>Use Pre/Post Rotation</dt>
314
+ <dd>TODO.</dd>
315
+ </dl>
316
+ </div>
317
+ <div class="section" id="armatures">
318
+ <h4>Armatures<a class="headerlink" href="#armatures" title="Permalink to this headline">¶</a></h4>
319
+ <dl class="docutils">
320
+ <dt>Ignore Leaf Bones</dt>
321
+ <dd>TODO.</dd>
322
+ <dt>Force Connect Children</dt>
323
+ <dd>TODO.</dd>
324
+ <dt>Automatic Bone Orientation</dt>
325
+ <dd>TODO.</dd>
326
+ <dt>Primary/Secondary Bone Axis</dt>
327
+ <dd>TODO.</dd>
328
+ </dl>
329
+ </div>
330
+ </div>
331
+ <div class="section" id="export">
332
+ <h3>Export<a class="headerlink" href="#export" title="Permalink to this headline">¶</a></h3>
333
+ <div class="section" id="id1">
334
+ <h4>Main<a class="headerlink" href="#id1" title="Permalink to this headline">¶</a></h4>
335
+ <dl class="docutils">
336
+ <dt>Selected Objects</dt>
337
+ <dd>Only export the selected objects. Otherwise export all objects in the scene.
338
+ Note, this does not apply when batch exporting.</dd>
339
+ <dt>Scale</dt>
340
+ <dd>Scale the exported data by this value. 10 is the default
341
+ because this fits best with the scale most applications import FBX to.</dd>
342
+ <dt>Apply Scale</dt>
343
+ <dd>TODO.</dd>
344
+ <dt>Apply Scalings</dt>
345
+ <dd>TODO.</dd>
346
+ <dt>Forward / Up Axis</dt>
347
+ <dd><p class="first">Since many applications use a different axis for ‘Up’, these are axis conversions for Forward and
348
+ Up axes – By mapping these to different axes you can convert rotations between applications
349
+ default up and forward axes.</p>
350
+ <p class="last">Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
351
+ For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.</p>
352
+ </dd>
353
+ <dt>Empty/Camera/Light/Armature/Mesh/Other</dt>
354
+ <dd>Enable/Disable exporting of respective object types.</dd>
355
+ <dt>Apply Transform</dt>
356
+ <dd>TODO.</dd>
357
+ <dt>Custom Properties</dt>
358
+ <dd>TODO.</dd>
359
+ <dt>Path Mode</dt>
360
+ <dd><p class="first">When referencing paths in exported files you may want some control as to the method used since absolute paths
361
+ may only be correct on your own system. Relative paths, on the other hand, are more portable
362
+ but mean that you have to keep your files grouped when moving about on your local file system.
363
+ In some cases, the path doesn’t matter since the target application will search
364
+ a set of predefined paths anyway so you have the option to strip the path too.</p>
365
+ <table class="docutils field-list" frame="void" rules="none">
366
+ <col class="field-name" />
367
+ <col class="field-body" />
368
+ <tbody valign="top">
369
+ <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,
370
+ absolute for any directories outside that.</td>
371
+ </tr>
372
+ <tr class="field-even field"><th class="field-name">Absolute:</th><td class="field-body">Uses full paths.</td>
373
+ </tr>
374
+ <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>
375
+ </tr>
376
+ <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>
377
+ </tr>
378
+ <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>
379
+ </tr>
380
+ <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>
381
+ </tr>
382
+ </tbody>
383
+ </table>
384
+ <dl class="last docutils">
385
+ <dt>Embed Textures</dt>
386
+ <dd>TODO.</dd>
387
+ </dl>
388
+ </dd>
389
+ <dt>Batch Mode</dt>
390
+ <dd><p class="first">When enabled, export each group or scene to a file.</p>
391
+ <dl class="last docutils">
392
+ <dt>Group/Scene</dt>
393
+ <dd>Choose whether to batch export groups or scenes to files.
394
+ Note, when Group/Scene is enabled, you cannot use the animation option <em>Current Action</em>
395
+ since it uses scene data and groups are not attached to any scenes.
396
+ Also note, when Group/Scene is enabled you must include the armature objects
397
+ in the group for animated actions to work.</dd>
398
+ <dt>Own Dir</dt>
399
+ <dd>When enabled, each file is exported into its own directory,
400
+ this is useful when using the <em>Copy Images</em> option. So each directory contains
401
+ one model with all the images it uses. Note, this requires a full Python installation.
402
+ If you do not have a full Python installation, this button will not be shown.</dd>
403
+ </dl>
404
+ </dd>
405
+ </dl>
406
+ </div>
407
+ <div class="section" id="geometries">
408
+ <h4>Geometries<a class="headerlink" href="#geometries" title="Permalink to this headline">¶</a></h4>
409
+ <dl class="docutils">
410
+ <dt>Apply Modifiers</dt>
411
+ <dd>When enabled, the mesh will be from the output of the modifiers applied to the mesh.</dd>
412
+ <dt>Use Modifiers Render Setting</dt>
413
+ <dd>TODO.</dd>
414
+ <dt>Smoothing</dt>
415
+ <dd>TODO.</dd>
416
+ <dt>Loose Edges</dt>
417
+ <dd>TODO.</dd>
418
+ <dt>Tangent Space</dt>
419
+ <dd>TODO.</dd>
420
+ </dl>
421
+ </div>
422
+ <div class="section" id="id2">
423
+ <h4>Armatures<a class="headerlink" href="#id2" title="Permalink to this headline">¶</a></h4>
424
+ <dl class="docutils">
425
+ <dt>Only Deform Bones</dt>
426
+ <dd>TODO.</dd>
427
+ <dt>Add Leaf Bones</dt>
428
+ <dd>TODO.</dd>
429
+ <dt>Primary/Secondary Bone Axis</dt>
430
+ <dd>TODO.</dd>
431
+ <dt>Armature FBXNode Type</dt>
432
+ <dd>TODO.</dd>
433
+ </dl>
434
+ </div>
435
+ <div class="section" id="animation">
436
+ <h4>Animation<a class="headerlink" href="#animation" title="Permalink to this headline">¶</a></h4>
437
+ <dl class="docutils">
438
+ <dt>Baked Animation</dt>
439
+ <dd>TODO.</dd>
440
+ <dt>Key All Bones</dt>
441
+ <dd>TODO.</dd>
442
+ <dt>NLA Strips</dt>
443
+ <dd>TODO.</dd>
444
+ <dt>All Actions</dt>
445
+ <dd>Export all actions compatible with the selected armatures
446
+ start/end times which are derived from the keyframe range of each action.
447
+ When disabled only the currently assigned action is exported.</dd>
448
+ <dt>Force Start/End Keying</dt>
449
+ <dd>TODO.</dd>
450
+ <dt>Sampling Rate</dt>
451
+ <dd>TODO.</dd>
452
+ <dt>Simplify</dt>
453
+ <dd>TODO.</dd>
454
+ </dl>
455
+ </div>
456
+ </div>
457
+ </div>
458
+ <div class="section" id="compatibility">
459
+ <h2>Compatibility<a class="headerlink" href="#compatibility" title="Permalink to this headline">¶</a></h2>
460
+ <div class="section" id="id3">
461
+ <h3>Import<a class="headerlink" href="#id3" title="Permalink to this headline">¶</a></h3>
462
+ <p>Note that the importer is a new addition and lacks many features the exporter supports.</p>
463
+ <ul class="simple">
464
+ <li>binary FBX files only.</li>
465
+ <li>Version 7.1 or newer.</li>
466
+ </ul>
467
+ <div class="section" id="missing">
468
+ <h4>Missing<a class="headerlink" href="#missing" title="Permalink to this headline">¶</a></h4>
469
+ <ul class="simple">
470
+ <li>Mesh: shape keys.</li>
471
+ </ul>
472
+ </div>
473
+ </div>
474
+ <div class="section" id="id4">
475
+ <h3>Export<a class="headerlink" href="#id4" title="Permalink to this headline">¶</a></h3>
476
+ <p>NURBS surfaces, text3D and metaballs are converted to meshes at export time.</p>
477
+ <div class="section" id="id5">
478
+ <h4>Missing<a class="headerlink" href="#id5" title="Permalink to this headline">¶</a></h4>
479
+ <p>Some of the following features are missing because they
480
+ are not supported by the FBX format, others may be added later.</p>
481
+ <ul class="simple">
482
+ <li>Object instancing – exported objects do not share data,
483
+ instanced objects will each be written with their own data.</li>
484
+ <li>Material textures</li>
485
+ <li>Vertex shape keys – FBX supports them but this exporter does not write them yet.</li>
486
+ <li>Animated fluid simulation – FBX does not support this kind of animation.
487
+ You can however use the OBJ exporter to write a sequence of files.</li>
488
+ <li>Constraints – The result of using constraints is exported as a keyframe animation
489
+ however the constraints themselves are not saved in the FBX.</li>
490
+ <li>Instanced objects – At the moment instanced objects are only written in static scenes (when animation is disabled).</li>
491
+ </ul>
492
+ </div>
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+ <li class="toctree-l3 current"><a class="current reference internal" href="#">glTF 2.0</a><ul>
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+ <li class="toctree-l4"><a class="reference internal" href="#usage">Usage</a></li>
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+
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+ <div class="section" id="gltf-2-0">
222
+ <h1>glTF 2.0<a class="headerlink" href="#gltf-2-0" title="Permalink to this headline">¶</a></h1>
223
+ <div class="refbox admonition">
224
+ <p class="first admonition-title">Reference</p>
225
+ <table class="last docutils field-list" frame="void" rules="none">
226
+ <col class="field-name" />
227
+ <col class="field-body" />
228
+ <tbody valign="top">
229
+ <tr class="field-odd field"><th class="field-name">Category:</th><td class="field-body">Import-Export</td>
230
+ </tr>
231
+ <tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">File ‣ Import/Export ‣ glTF 2.0 (.glb, .gltf)</span></td>
232
+ </tr>
233
+ </tbody>
234
+ </table>
235
+ </div>
236
+ <div class="section" id="usage">
237
+ <h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2>
238
+ <p>glTF™ (GL Transmission Format) is used for transmission and loading of 3D models
239
+ in web and native applications. glTF reduces the size of 3D models and
240
+ the runtime processing needed to unpack and render those models.
241
+ This format is commonly used on the web, and has support in various 3D engines
242
+ such as Unity3D, Unreal Engine 4, and Godot.</p>
243
+ <p>This importer/exporter supports the following glTF 2.0 features:</p>
244
+ <ul class="simple">
245
+ <li>Meshes</li>
246
+ <li>Materials (Principled BSDF) and Shadeless (Unlit)</li>
247
+ <li>Textures</li>
248
+ <li>Cameras</li>
249
+ <li>Punctual lights (point, spot, and directional)</li>
250
+ <li>Animation (keyframe, shape key, and skinning)</li>
251
+ </ul>
252
+ <div class="section" id="meshes">
253
+ <h3>Meshes<a class="headerlink" href="#meshes" title="Permalink to this headline">¶</a></h3>
254
+ <p>glTF’s internal structure mimics the memory buffers commonly used by graphics chips
255
+ when rendering in real-time, such that assets can be delivered to desktop, web, or mobile clients
256
+ and be promptly displayed with minimal processing. As a result, quads and n-gons
257
+ are automatically converted to triangles when exporting to glTF.
258
+ Discontinuous UVs and flat-shaded edges may result in moderately higher vertex counts in glTF
259
+ compared to Blender, as such vertices are separated for export.
260
+ Likewise, curves and other non-mesh data are not preserved,
261
+ and must be converted to meshes prior to export.</p>
262
+ </div>
263
+ <div class="section" id="materials">
264
+ <h3>Materials<a class="headerlink" href="#materials" title="Permalink to this headline">¶</a></h3>
265
+ <p>The core material system in glTF supports a metal/rough <abbr title="Physically Based Rendering">PBR</abbr> workflow
266
+ with the following channels of information:</p>
267
+ <ul class="simple">
268
+ <li>Base Color</li>
269
+ <li>Metallic</li>
270
+ <li>Roughness</li>
271
+ <li>Baked Ambient Occlusion</li>
272
+ <li>Normal Map</li>
273
+ <li>Emissive</li>
274
+ </ul>
275
+ <div class="figure" id="id1">
276
+ <img alt="../_images/addons_io-gltf2_material-channels.jpg" src="../_images/addons_io-gltf2_material-channels.jpg" />
277
+ <p class="caption"><span class="caption-text">An example of the various image maps available in the glTF 2.0 core format. This is
278
+ the <a class="reference external" href="https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/WaterBottle">water bottle sample model</a>
279
+ shown alongside slices of its various image maps.</span></p>
280
+ </div>
281
+ </div>
282
+ <div class="section" id="imported-materials">
283
+ <h3>Imported Materials<a class="headerlink" href="#imported-materials" title="Permalink to this headline">¶</a></h3>
284
+ <p>The glTF material system is different from Blender’s own materials. When a glTF file is imported,
285
+ the add-on will construct a set of Blender nodes to replicate each glTF material as closely as possible.</p>
286
+ <p>The importer supports Metal/Rough PBR (core glTF), Spec/Gloss PBR (<code class="docutils literal notranslate"><span class="pre">KHR_materials_pbrSpecularGlossiness</span></code>)
287
+ and Shadeless (<code class="docutils literal notranslate"><span class="pre">KHR_materials_unlit</span></code>) materials.</p>
288
+ <div class="admonition tip">
289
+ <p class="first admonition-title">Tip</p>
290
+ <p class="last">Examining the result of the material import process is a good way to see examples of
291
+ the types of material nodes and settings that can be exported to glTF.</p>
292
+ </div>
293
+ </div>
294
+ <div class="section" id="exported-materials">
295
+ <h3>Exported Materials<a class="headerlink" href="#exported-materials" title="Permalink to this headline">¶</a></h3>
296
+ <p>The exporter supports Metal/Rough PBR (core glTF) and Shadeless (<code class="docutils literal notranslate"><span class="pre">KHR_materials_unlit</span></code>) materials.
297
+ It will construct a glTF material based on the nodes it recognizes in the Blender material.
298
+ The material export process handles the settings described below.</p>
299
+ <div class="admonition note">
300
+ <p class="first admonition-title">Note</p>
301
+ <p class="last">When image textures are used by materials, glTF requires that images be in PNG or JPEG format.
302
+ The add-on will automatically convert images from other formats, increasing export time.</p>
303
+ </div>
304
+ <div class="admonition tip">
305
+ <p class="first admonition-title">Tip</p>
306
+ <p class="last">To create Shadeless (Unlit) materials, use the Background material type.</p>
307
+ </div>
308
+ <div class="section" id="base-color">
309
+ <h4>Base Color<a class="headerlink" href="#base-color" title="Permalink to this headline">¶</a></h4>
310
+ <p>The glTF base color is determined by looking for a Base Color input on a Principled BSDF node.
311
+ If the input is unconnected, the input’s default color (the color field next to the unconnected socket)
312
+ is used as the Base Color for the glTF material.</p>
313
+ <div class="figure" id="id2">
314
+ <img alt="../_images/addons_io-gltf2_material-baseColor-solidGreen.png" src="../_images/addons_io-gltf2_material-baseColor-solidGreen.png" />
315
+ <p class="caption"><span class="caption-text">A solid base color can be specified directly on the node.</span></p>
316
+ </div>
317
+ <p>If an Image Texture node is found to be connected to the Base Color input,
318
+ that image will be used as the glTF base color.</p>
319
+ <div class="figure" id="id3">
320
+ <img alt="../_images/addons_io-gltf2_material-baseColor-imageHookup.png" src="../_images/addons_io-gltf2_material-baseColor-imageHookup.png" />
321
+ <p class="caption"><span class="caption-text">An image is used as the glTF base color.</span></p>
322
+ </div>
323
+ </div>
324
+ <div class="section" id="metallic-and-roughness">
325
+ <h4>Metallic and Roughness<a class="headerlink" href="#metallic-and-roughness" title="Permalink to this headline">¶</a></h4>
326
+ <p>These values are read from the Principled BSDF node. If both of these inputs are unconnected,
327
+ the node will display sliders to control their respective values between 0.0 and 1.0,
328
+ and these values will be copied into the glTF.</p>
329
+ <p>When using an image, glTF expects the metallic values to be encoded in the blue (<code class="docutils literal notranslate"><span class="pre">B</span></code>) channel,
330
+ and roughness to be encoded in the green (<code class="docutils literal notranslate"><span class="pre">G</span></code>) channel of the same image.
331
+ If images are connected to the Blender node in a manner that does not follow this convention,
332
+ the add-on may attempt to adapt the image to the correct form during exporting (with an increased export time).</p>
333
+ <p>In the Blender node tree, it is recommended to use a Separate RGB node
334
+ to separate the channels from an Image Texture node, and
335
+ connect the green (<code class="docutils literal notranslate"><span class="pre">G</span></code>) channel to Roughness, and blue (<code class="docutils literal notranslate"><span class="pre">B</span></code>) to Metallic.
336
+ The glTF exporter will recognize this arrangement as matching the glTF standard, and
337
+ that will allow it to simply copy the image texture into the glTF file during export.</p>
338
+ <p>The Image Texture node for this should have its <em>Color Space</em> set to Non-Color.</p>
339
+ <div class="figure" id="id4">
340
+ <img alt="../_images/addons_io-gltf2_material-metalRough.png" src="../_images/addons_io-gltf2_material-metalRough.png" />
341
+ <p class="caption"><span class="caption-text">A metallic/roughness image connected in a manner consistent with the glTF standard,
342
+ allowing it to be used verbatim inside an exported glTF file.</span></p>
343
+ </div>
344
+ </div>
345
+ <div class="section" id="baked-ambient-occlusion">
346
+ <h4>Baked Ambient Occlusion<a class="headerlink" href="#baked-ambient-occlusion" title="Permalink to this headline">¶</a></h4>
347
+ <p>glTF is capable of storing a baked ambient occlusion map.
348
+ Currently there is no arrangement of nodes that causes Blender
349
+ to use such a map in exactly the same way as intended in glTF.
350
+ However, if the exporter finds a custom node group by the name of <code class="docutils literal notranslate"><span class="pre">glTF</span> <span class="pre">Settings</span></code>, and
351
+ finds an input named <code class="docutils literal notranslate"><span class="pre">Occlusion</span></code> on that node group,
352
+ it will look for an Image Texture attached there to use as the occlusion map in glTF.
353
+ The effect need not be shown in Blender, as Blender has other ways of showing ambient occlusion,
354
+ but this method will allow the exporter to write an occlusion image to the glTF.
355
+ This can be useful to real-time glTF viewers, particularly on platforms where there
356
+ may not be spare power for computing such things at render time.</p>
357
+ <div class="figure" id="id5">
358
+ <img alt="../_images/addons_io-gltf2_material-occlusionOnly.png" src="../_images/addons_io-gltf2_material-occlusionOnly.png" />
359
+ <p class="caption"><span class="caption-text">A pre-baked ambient occlusion map, connected to a node that doesn’t render but will export to glTF.</span></p>
360
+ </div>
361
+ <div class="admonition tip">
362
+ <p class="first admonition-title">Tip</p>
363
+ <p class="last">The easiest way to create the custom node group is to import an existing glTF model
364
+ that contains an occlusion map, such as
365
+ the <a class="reference external" href="https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/WaterBottle">water bottle</a>
366
+ or another existing model. A manually created custom node group can also be used.</p>
367
+ </div>
368
+ <p>glTF stores occlusion in the red (<code class="docutils literal notranslate"><span class="pre">R</span></code>) channel, allowing it to optionally share
369
+ the same image with the roughness and metallic channels.</p>
370
+ <div class="figure" id="id6">
371
+ <img alt="../_images/addons_io-gltf2_material-orm-hookup.png" src="../_images/addons_io-gltf2_material-orm-hookup.png" />
372
+ <p class="caption"><span class="caption-text">This combination of nodes mimics the way glTF packs occlusion, roughness, and
373
+ metallic values into a single image.</span></p>
374
+ </div>
375
+ <div class="admonition tip">
376
+ <p class="first admonition-title">Tip</p>
377
+ <p class="last">The Cycles render engine has a Bake panel that can be used to bake
378
+ ambient occlusion maps. The resulting image can be saved and connected
379
+ directly to the <code class="docutils literal notranslate"><span class="pre">glTF</span> <span class="pre">Settings</span></code> node.</p>
380
+ </div>
381
+ </div>
382
+ <div class="section" id="normal-map">
383
+ <h4>Normal Map<a class="headerlink" href="#normal-map" title="Permalink to this headline">¶</a></h4>
384
+ <p>To use a normal map in glTF, connect an Image Texture node’s color output
385
+ to a Normal Map node’s color input, and then connect the Normal Map normal output to
386
+ the Principled BSDF node’s normal input. The Image Texture node
387
+ for this should have its <em>Color Space</em> property set to Non-Color.</p>
388
+ <p>The Normal Map node must remain on its default property of Tangent Space as
389
+ this is the only type of normal map currently supported by glTF.
390
+ The strength of the normal map can be adjusted on this node.
391
+ The exporter is not exporting these nodes directly, but will use them to locate
392
+ the correct image and will copy the strength setting into the glTF.</p>
393
+ <div class="figure" id="id7">
394
+ <img alt="../_images/addons_io-gltf2_material-normal.png" src="../_images/addons_io-gltf2_material-normal.png" />
395
+ <p class="caption"><span class="caption-text">A normal map image connected such that the exporter will find it and copy it
396
+ to the glTF file.</span></p>
397
+ </div>
398
+ <div class="admonition tip">
399
+ <p class="first admonition-title">Tip</p>
400
+ <p>The Cycles render engine has a Bake panel that can be used to bake
401
+ tangent-space normal maps from almost any other arrangement of normal vector nodes.
402
+ Switch the Bake type to Normal. Keep the default space settings
403
+ (space: Tangent, R: +X, G: +Y, B: +Z) when using this bake panel for glTF.
404
+ The resulting baked image can be saved and plugged into to a new material using
405
+ the Normal Map node as described above, allowing it to export correctly.</p>
406
+ <p class="last">See: <a class="reference internal" href="../render/cycles/baking.html"><span class="doc">Cycles Render Baking</span></a></p>
407
+ </div>
408
+ </div>
409
+ <div class="section" id="emissive">
410
+ <h4>Emissive<a class="headerlink" href="#emissive" title="Permalink to this headline">¶</a></h4>
411
+ <p>An Image Texture node can be connected to an Emission shader node, and
412
+ optionally combined with properties from a Principled BSDF node by way of an Add shader node.</p>
413
+ <p>If the glTF exporter finds an image connected to the Emission shader node,
414
+ it will export that image as the glTF material’s emissive texture.</p>
415
+ <div class="figure" id="id8">
416
+ <img alt="../_images/addons_io-gltf2_material-emissive.png" src="../_images/addons_io-gltf2_material-emissive.png" />
417
+ <p class="caption"><span class="caption-text">An Emission node can be added to existing nodes.</span></p>
418
+ </div>
419
+ <div class="admonition note">
420
+ <p class="first admonition-title">Note</p>
421
+ <p class="last">The <em>Emission</em> input of the Principled BSDF node is not yet supported by this exporter.
422
+ This may change in a future version.</p>
423
+ </div>
424
+ </div>
425
+ <div class="section" id="double-sided-backface-culling">
426
+ <h4>Double Sided / Backface Culling<a class="headerlink" href="#double-sided-backface-culling" title="Permalink to this headline">¶</a></h4>
427
+ <p>For materials where only the front faces will be visible, turn on <em>Backface Culling</em> in
428
+ the <em>Settings</em> panel of an Eevee material. When using other engines (Cycles, Workbench)
429
+ you can temporarily switch to Eevee to configure this setting, then switch back.</p>
430
+ <p>Leave this box un-checked for double-sided materials.</p>
431
+ <div class="figure" id="id9">
432
+ <img alt="../_images/addons_io-gltf2_material-backfaceCulling.png" src="../_images/addons_io-gltf2_material-backfaceCulling.png" />
433
+ <p class="caption"><span class="caption-text">The inverse of this setting controls glTF’s <code class="docutils literal notranslate"><span class="pre">DoubleSided</span></code> flag.</span></p>
434
+ </div>
435
+ </div>
436
+ <div class="section" id="blend-modes">
437
+ <h4>Blend Modes<a class="headerlink" href="#blend-modes" title="Permalink to this headline">¶</a></h4>
438
+ <p>The Base Color input can optionally supply alpha values.
439
+ How these values are treated by glTF depends on the selected blend mode.</p>
440
+ <p>With the Eevee render engine selected, each material has a Blend Mode on
441
+ the material settings panel. Use this setting to define how alpha values from
442
+ the Base Color channel are treated in glTF. Three settings are supported by glTF:</p>
443
+ <dl class="docutils">
444
+ <dt>Opaque</dt>
445
+ <dd>Alpha values are ignored (the default).</dd>
446
+ <dt>Alpha Blend</dt>
447
+ <dd>Lower alpha values cause blending with background objects.</dd>
448
+ <dt>Alpha Clip</dt>
449
+ <dd>Alpha values below the <em>Clip Threshold</em> setting will cause portions
450
+ of the material to not be rendered at all. Everything else is rendered as opaque.</dd>
451
+ </dl>
452
+ <div class="figure" id="id10">
453
+ <img alt="../_images/addons_io-gltf2_material-alphaBlend.png" src="../_images/addons_io-gltf2_material-alphaBlend.png" />
454
+ <p class="caption"><span class="caption-text">With the Eevee engine selected, a material’s blend modes are configurable.</span></p>
455
+ </div>
456
+ <div class="admonition note">
457
+ <p class="first admonition-title">Note</p>
458
+ <p class="last">Be aware that transparency (or <em>Alpha Blend</em> mode) is complex for real-time engines
459
+ to render, and may behave in unexpected ways after export. Where possible,
460
+ use <em>Alpha Clip</em> mode instead, or place <em>Opaque</em> polygons behind only
461
+ a single layer of <em>Alpha Blend</em> polygons.</p>
462
+ </div>
463
+ </div>
464
+ <div class="section" id="uv-mapping">
465
+ <h4>UV Mapping<a class="headerlink" href="#uv-mapping" title="Permalink to this headline">¶</a></h4>
466
+ <p>Control over UV map selection and transformations is available by connecting a UV Map node
467
+ and a Mapping node to any Image Texture node.</p>
468
+ <p>Settings from the Mapping node are exported using a glTF extension named <code class="docutils literal notranslate"><span class="pre">KHR_texture_transform</span></code>.
469
+ There is a mapping type selector across the top. <em>Point</em> is the recommended type for export.
470
+ <em>Texture</em> and <em>Vector</em> are also supported. The supported offsets are:</p>
471
+ <ul class="simple">
472
+ <li><em>Location</em> - X and Y</li>
473
+ <li><em>Rotation</em> - Z only</li>
474
+ <li><em>Scale</em> - X and Y</li>
475
+ </ul>
476
+ <p>For the <em>Texture</em> type, <em>Scale</em> X and Y must be equal (uniform scaling).</p>
477
+ <div class="figure" id="id11">
478
+ <img alt="../_images/addons_io-gltf2_material-mapping.png" src="../_images/addons_io-gltf2_material-mapping.png" />
479
+ <p class="caption"><span class="caption-text">A deliberate choice of UV mapping.</span></p>
480
+ </div>
481
+ <div class="admonition tip">
482
+ <p class="first admonition-title">Tip</p>
483
+ <p class="last">These nodes are optional. Not all glTF readers support multiple UV maps or texture transforms.</p>
484
+ </div>
485
+ </div>
486
+ <div class="section" id="factors">
487
+ <h4>Factors<a class="headerlink" href="#factors" title="Permalink to this headline">¶</a></h4>
488
+ <p>Any Image Texture nodes may optionally be multiplied with a constant color or scalar.
489
+ These will be written as factors in the glTF file, which are numbers that are multiplied
490
+ with the specified image textures. These are not common.</p>
491
+ </div>
492
+ <div class="section" id="example">
493
+ <h4>Example<a class="headerlink" href="#example" title="Permalink to this headline">¶</a></h4>
494
+ <p>A single material may use all of the above at the same time, if desired. This figure shows
495
+ a typical node structure when several of the above options are applied at once:</p>
496
+ <div class="figure" id="id12">
497
+ <img alt="../_images/addons_io-gltf2_material-principled.png" src="../_images/addons_io-gltf2_material-principled.png" />
498
+ <p class="caption"><span class="caption-text">A Principled BSDF material with an emissive texture.</span></p>
499
+ </div>
500
+ </div>
501
+ </div>
502
+ <div class="section" id="extensions">
503
+ <h3>Extensions<a class="headerlink" href="#extensions" title="Permalink to this headline">¶</a></h3>
504
+ <p>The core glTF 2.0 format can be extended with extra information, using glTF extensions.
505
+ This allows the file format to hold details that were not considered universal at the time of first publication.
506
+ Not all glTF readers support all extensions, but some are fairly common.</p>
507
+ <p>Certain Blender features can only be exported to glTF via these extensions.
508
+ The following <a class="reference external" href="https://github.com/KhronosGroup/glTF/tree/master/extensions">glTF 2.0 extensions</a>
509
+ are supported directly by this add-on:</p>
510
+ <p class="rubric">Import</p>
511
+ <ul class="simple">
512
+ <li><code class="docutils literal notranslate"><span class="pre">KHR_materials_pbrSpecularGlossiness</span></code></li>
513
+ <li><code class="docutils literal notranslate"><span class="pre">KHR_lights_punctual</span></code></li>
514
+ <li><code class="docutils literal notranslate"><span class="pre">KHR_materials_unlit</span></code></li>
515
+ <li><code class="docutils literal notranslate"><span class="pre">KHR_texture_transform</span></code></li>
516
+ </ul>
517
+ <p class="rubric">Export</p>
518
+ <ul class="simple">
519
+ <li><code class="docutils literal notranslate"><span class="pre">KHR_draco_mesh_compression</span></code></li>
520
+ <li><code class="docutils literal notranslate"><span class="pre">KHR_lights_punctual</span></code></li>
521
+ <li><code class="docutils literal notranslate"><span class="pre">KHR_materials_unlit</span></code></li>
522
+ <li><code class="docutils literal notranslate"><span class="pre">KHR_texture_transform</span></code></li>
523
+ </ul>
524
+ </div>
525
+ <div class="section" id="animation">
526
+ <h3>Animation<a class="headerlink" href="#animation" title="Permalink to this headline">¶</a></h3>
527
+ <p>glTF allows multiple animations per file, with animations targeted to
528
+ particular objects at time of export. To ensure that an animation is included,
529
+ either (a) make it the active Action on the object, (b) create a single-strip NLA track,
530
+ or (c) stash the action.</p>
531
+ <p class="rubric">Supported</p>
532
+ <p>Only certain types of animation are supported:</p>
533
+ <ul class="simple">
534
+ <li>Keyframe (translation, rotation, scale)</li>
535
+ <li>Shape keys</li>
536
+ <li>Armatures / skinning</li>
537
+ </ul>
538
+ <p>Animation of other properties, like lights or materials, will be ignored.</p>
539
+ </div>
540
+ <div class="section" id="custom-properties">
541
+ <h3>Custom Properties<a class="headerlink" href="#custom-properties" title="Permalink to this headline">¶</a></h3>
542
+ <p>Custom properties on most objects are preserved in glTF export/import, and
543
+ may be used for user-specific purposes.</p>
544
+ </div>
545
+ </div>
546
+ <div class="section" id="file-format-variations">
547
+ <h2>File Format Variations<a class="headerlink" href="#file-format-variations" title="Permalink to this headline">¶</a></h2>
548
+ <p>The glTF specification identifies different ways the data can be stored.
549
+ The importer handles all of these ways. The exporter will ask the user to
550
+ select one of the following forms:</p>
551
+ <div class="section" id="gltf-binary-glb">
552
+ <h3>glTF Binary (<code class="docutils literal notranslate"><span class="pre">.glb</span></code>)<a class="headerlink" href="#gltf-binary-glb" title="Permalink to this headline">¶</a></h3>
553
+ <p>This produces a single <code class="docutils literal notranslate"><span class="pre">.glb</span></code> file with all mesh data, image textures, and
554
+ related information packed into a single binary file.</p>
555
+ <div class="admonition tip">
556
+ <p class="first admonition-title">Tip</p>
557
+ <p class="last">Using a single file makes it easy to share or copy the model to other systems and services.</p>
558
+ </div>
559
+ </div>
560
+ <div class="section" id="gltf-separate-gltf-bin-textures">
561
+ <h3>glTF Separate (<code class="docutils literal notranslate"><span class="pre">.gltf</span></code> + <code class="docutils literal notranslate"><span class="pre">.bin</span></code> + textures)<a class="headerlink" href="#gltf-separate-gltf-bin-textures" title="Permalink to this headline">¶</a></h3>
562
+ <p>This produces a JSON text-based <code class="docutils literal notranslate"><span class="pre">.gltf</span></code> file describing the overall structure,
563
+ along with a <code class="docutils literal notranslate"><span class="pre">.bin</span></code> file containing mesh and vector data, and
564
+ optionally a number of <code class="docutils literal notranslate"><span class="pre">.png</span></code> or <code class="docutils literal notranslate"><span class="pre">.jpg</span></code> files containing image textures
565
+ referenced by the <code class="docutils literal notranslate"><span class="pre">.gltf</span></code> file.</p>
566
+ <div class="admonition tip">
567
+ <p class="first admonition-title">Tip</p>
568
+ <p class="last">Having an assortment of separate files makes it much easier for a user to
569
+ go back and edit any JSON or images after the export has completed.</p>
570
+ </div>
571
+ <div class="admonition note">
572
+ <p class="first admonition-title">Note</p>
573
+ <p class="last">Be aware that sharing this format requires sharing all of these separate files
574
+ together as a group.</p>
575
+ </div>
576
+ </div>
577
+ <div class="section" id="gltf-embedded-gltf">
578
+ <h3>glTF Embedded (<code class="docutils literal notranslate"><span class="pre">.gltf</span></code>)<a class="headerlink" href="#gltf-embedded-gltf" title="Permalink to this headline">¶</a></h3>
579
+ <p>This produces a JSON text-based <code class="docutils literal notranslate"><span class="pre">.gltf</span></code> file, with all mesh data and
580
+ image data encoded (using Base64) within the file. This form is useful if
581
+ the asset must be shared over a plain-text-only connection.</p>
582
+ <div class="admonition warning">
583
+ <p class="first admonition-title">Warning</p>
584
+ <p class="last">This is the least efficient of the available forms, and should only be used when required.</p>
585
+ </div>
586
+ </div>
587
+ </div>
588
+ <div class="section" id="properties">
589
+ <h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2>
590
+ <div class="section" id="import">
591
+ <h3>Import<a class="headerlink" href="#import" title="Permalink to this headline">¶</a></h3>
592
+ <dl class="docutils">
593
+ <dt>Pack Images</dt>
594
+ <dd>Pack all images into the blend-file.</dd>
595
+ <dt>Shading</dt>
596
+ <dd>How normals are computed during import.</dd>
597
+ </dl>
598
+ </div>
599
+ <div class="section" id="export">
600
+ <h3>Export<a class="headerlink" href="#export" title="Permalink to this headline">¶</a></h3>
601
+ <div class="section" id="general-tab">
602
+ <h4>General Tab<a class="headerlink" href="#general-tab" title="Permalink to this headline">¶</a></h4>
603
+ <dl class="docutils">
604
+ <dt>Format</dt>
605
+ <dd>See: <a class="reference internal" href="#file-format-variations">File Format Variations</a></dd>
606
+ <dt>Selected Objects</dt>
607
+ <dd>Export selected objects only.</dd>
608
+ <dt>Apply Modifiers</dt>
609
+ <dd>Apply modifiers (excluding armatures) to mesh objects.</dd>
610
+ <dt>Y Up</dt>
611
+ <dd>Export using glTF convention, +Y up.</dd>
612
+ <dt>Custom Properties</dt>
613
+ <dd>Export custom properties as glTF extras.</dd>
614
+ <dt>Remember Export Settings</dt>
615
+ <dd>Store export settings in the Blender file, so they will be recalled next time
616
+ the file is opened.</dd>
617
+ <dt>Copyright</dt>
618
+ <dd>Legal rights and conditions for the model.</dd>
619
+ </dl>
620
+ </div>
621
+ <div class="section" id="meshes-tab">
622
+ <h4>Meshes Tab<a class="headerlink" href="#meshes-tab" title="Permalink to this headline">¶</a></h4>
623
+ <dl class="docutils">
624
+ <dt>UVs</dt>
625
+ <dd>Export UVs (texture coordinates) with meshes.</dd>
626
+ <dt>Normals</dt>
627
+ <dd>Export vertex normals with meshes.</dd>
628
+ <dt>Tangents</dt>
629
+ <dd>Export vertex tangents with meshes.</dd>
630
+ <dt>Vertex Colors</dt>
631
+ <dd>Export vertex colors with meshes.</dd>
632
+ <dt>Materials</dt>
633
+ <dd>Export materials.</dd>
634
+ <dt>Draco mesh compression</dt>
635
+ <dd>Compress meshes using Google Draco.</dd>
636
+ <dt>Compression level</dt>
637
+ <dd>Higher compression results in slower encoding and decoding.</dd>
638
+ <dt>Position quantization bits</dt>
639
+ <dd>Higher values result in better compression rates.</dd>
640
+ <dt>Normal quantization bits</dt>
641
+ <dd>Higher values result in better compression rates.</dd>
642
+ <dt>Texcoord quantization bits</dt>
643
+ <dd>Higher values result in better compression rates.</dd>
644
+ </dl>
645
+ </div>
646
+ <div class="section" id="objects-tab">
647
+ <h4>Objects Tab<a class="headerlink" href="#objects-tab" title="Permalink to this headline">¶</a></h4>
648
+ <dl class="docutils">
649
+ <dt>Cameras</dt>
650
+ <dd>Export cameras.</dd>
651
+ <dt>Punctual Lights</dt>
652
+ <dd>Export directional, point, and spot lights. Uses the <code class="docutils literal notranslate"><span class="pre">KHR_lights_punctual</span></code> glTF extension.</dd>
653
+ </dl>
654
+ </div>
655
+ <div class="section" id="animation-tab">
656
+ <h4>Animation Tab<a class="headerlink" href="#animation-tab" title="Permalink to this headline">¶</a></h4>
657
+ <dl class="docutils">
658
+ <dt>Use Current Frame</dt>
659
+ <dd>Export the scene in the current animation frame.</dd>
660
+ <dt>Animations</dt>
661
+ <dd>Exports active actions and NLA tracks as glTF animations.</dd>
662
+ <dt>Limit to Playback Range</dt>
663
+ <dd>Clips animations to selected playback range.</dd>
664
+ <dt>Sampling Rate</dt>
665
+ <dd>How often to evaluate animated values (in frames).</dd>
666
+ <dt>Always Sample Animations</dt>
667
+ <dd>Apply sampling to all animations.</dd>
668
+ <dt>Skinning</dt>
669
+ <dd>Export skinning (armature) data.</dd>
670
+ <dt>Bake Skinning Constraints</dt>
671
+ <dd>Apply skinning constraints to armatures.</dd>
672
+ <dt>Include All Bone Influences</dt>
673
+ <dd>Allow &gt;4 joint vertex influences. Models may appear incorrectly in many viewers.</dd>
674
+ <dt>Shape Keys</dt>
675
+ <dd>Export shape keys (morph targets).</dd>
676
+ <dt>Shape Key Normals</dt>
677
+ <dd>Export vertex normals with shape keys (morph targets).</dd>
678
+ <dt>Shape Key Tangents</dt>
679
+ <dd>Export vertex tangents with shape keys (morph targets).</dd>
680
+ </dl>
681
+ </div>
682
+ </div>
683
+ </div>
684
+ <div class="section" id="contributing">
685
+ <h2>Contributing<a class="headerlink" href="#contributing" title="Permalink to this headline">¶</a></h2>
686
+ <p>This importer/exporter is developed through
687
+ the <a class="reference external" href="https://github.com/KhronosGroup/glTF-Blender-IO">glTF-Blender-IO repository</a>,
688
+ where you can file bug reports, submit feature requests, or contribute code.</p>
689
+ <p>Discussion and development of the glTF 2.0 format itself takes place on
690
+ the Khronos Group <a class="reference external" href="https://github.com/KhronosGroup/glTF">glTF GitHub repository</a>,
691
+ and feedback there is welcome.</p>
692
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+
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+ <div class="section" id="wavefront-obj">
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+ <h1>Wavefront OBJ<a class="headerlink" href="#wavefront-obj" title="Permalink to this headline">¶</a></h1>
222
+ <div class="refbox admonition">
223
+ <p class="first admonition-title">Reference</p>
224
+ <table class="last docutils field-list" frame="void" rules="none">
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+ <col class="field-name" />
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+ <col class="field-body" />
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+ <tbody valign="top">
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+ <tr class="field-odd field"><th class="field-name">Category:</th><td class="field-body">Import-Export</td>
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+ </tr>
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+ <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>
231
+ </tr>
232
+ </tbody>
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+ </table>
234
+ </div>
235
+ <p>OBJ is a widely used de facto standard in the 3D industry.
236
+ The OBJ format is a popular plain text format, however, it has only basic geometry and material support.</p>
237
+ <ul class="simple">
238
+ <li>Mesh: vertices, faces, edges, normals, UV’s</li>
239
+ <li>Separation by groups/objects</li>
240
+ <li>Materials/textures</li>
241
+ <li>NURBS curves and surfaces</li>
242
+ </ul>
243
+ <div class="admonition note">
244
+ <p class="first admonition-title">Note</p>
245
+ <p class="last">There is no support for mesh vertex colors, armatures, animation,
246
+ lights, cameras, empty objects, parenting, or transformations.</p>
247
+ </div>
248
+ <div class="admonition warning">
249
+ <p class="first admonition-title">Warning</p>
250
+ <ul class="last simple">
251
+ <li>Importing very large OBJ-files (over a few 100mb), can use a lot of RAM.</li>
252
+ <li>OBJ’s export using Unix line endings <code class="docutils literal notranslate"><span class="pre">\n</span></code> even on windows,
253
+ 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>
254
+ </ul>
255
+ </div>
256
+ <div class="section" id="usage">
257
+ <h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2>
258
+ <p>Import/Export geometry and curves to the OBJ format.</p>
259
+ <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>
260
+ </div>
261
+ <div class="section" id="properties">
262
+ <h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2>
263
+ <div class="section" id="import">
264
+ <h3>Import<a class="headerlink" href="#import" title="Permalink to this headline">¶</a></h3>
265
+ <dl class="docutils">
266
+ <dt>Smooth Groups</dt>
267
+ <dd>Surround OBJ smooth groups by sharp edges.
268
+ Note that these will only be displayed when the Edge Split modifier is enabled.</dd>
269
+ <dt>Lines</dt>
270
+ <dd>Import OBJ lines and two-sided faces as mesh edges.</dd>
271
+ <dt>Split/Keep Vertex Order</dt>
272
+ <dd>When importing an OBJ it’s useful to split up the objects into Blender objects,
273
+ named according to the OBJ-file. However, this splitting looses the vertex order which
274
+ is needed when using OBJ-files as morph targets. It also looses any vertices that
275
+ are not connected to a face so this must be disabled if you want to keep the vertex order.</dd>
276
+ <dt>Split by Object &amp; Split by Group</dt>
277
+ <dd><p class="first">When importing an OBJ it’s useful to split up the objects into Blender objects,
278
+ named according to the OBJ-file. However, this splitting looses the vertex order which
279
+ is needed when using OBJ-files as morph targets. It also looses any vertices that
280
+ are not connected to a face, so this must be disabled if you want to keep the vertex order.</p>
281
+ <p class="last">As far as Blender is concerned OBJ Objects and Groups are no difference,
282
+ since they are just two levels of separation,
283
+ the OBJ groups are not equivalent to Blender groups, so both can optionally be used for splitting.</p>
284
+ </dd>
285
+ <dt>Clamp Size</dt>
286
+ <dd>OBJ-files often vary greatly in scale, this setting clamps the imported file to a fixed size.</dd>
287
+ <dt>Forward / Up Axis</dt>
288
+ <dd><p class="first">Since many applications use a different axis for ‘Up’, these are axis conversion for these settings,
289
+ Forward and Up axes – By mapping these to different axes you can convert rotations
290
+ between applications default up and forward axes.</p>
291
+ <p class="last">Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
292
+ For example, it’s common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.</p>
293
+ </dd>
294
+ <dt>Image Search</dt>
295
+ <dd>This enables a recursive file search if an image file can’t be found.</dd>
296
+ </dl>
297
+ </div>
298
+ <div class="section" id="export">
299
+ <h3>Export<a class="headerlink" href="#export" title="Permalink to this headline">¶</a></h3>
300
+ <dl class="docutils">
301
+ <dt>Selected Objects</dt>
302
+ <dd>Only export the selected objects. Otherwise export all objects in the scene.</dd>
303
+ <dt>Animation</dt>
304
+ <dd>Exports a numbered OBJ for each frame from the start to the end frame.
305
+ Please be aware that this can take quite a long time.</dd>
306
+ <dt>Apply Modifiers</dt>
307
+ <dd>Export mesh objects as seen in the 3D Viewport with all modifiers applied.
308
+ Mostly you will want this unless you are exporting a subdivision surface cage.</dd>
309
+ <dt>Edges</dt>
310
+ <dd>Export loose edges as two-sided faces. Mostly there is no need for this
311
+ but it’s enabled by default to ensure all geometry data is exported.</dd>
312
+ <dt>Normals</dt>
313
+ <dd><p class="first">Write out Blender’s face and vertex normals (depending on the faces smooth setting).</p>
314
+ <p class="last">Mostly this isn’t needed since most applications will calculate their
315
+ own normals but to match Blender’s normal map textures you will need to write these too.</p>
316
+ </dd>
317
+ <dt>UVs</dt>
318
+ <dd>Write out the active UV layers coordinates from Blender.</dd>
319
+ <dt>Materials</dt>
320
+ <dd>Write out the MTL-file along with the OBJ. Most importers that support OBJ will also read the MTL-file.</dd>
321
+ <dt>Triangulate</dt>
322
+ <dd>Write out quads as two triangles. Some programs only have very basic OBJ support and only support triangles.</dd>
323
+ <dt>Polygroups</dt>
324
+ <dd>Write faces into OBJ groups based on the meshes vertex group.
325
+ Note that this does a best guess since a face’s vertices can be in multiple vertex groups.</dd>
326
+ <dt>NURBS</dt>
327
+ <dd>Write out NURBS curves as OBJ NURBS rather than converting to geometry.</dd>
328
+ <dt>Objects as OBJ Objects / Groups</dt>
329
+ <dd><p class="first">Write out each Blender object as an OBJ object.</p>
330
+ <div class="last admonition note">
331
+ <p class="first admonition-title">Note</p>
332
+ <p class="last">Note that as far as Blender is concerned there is no difference between OBJ Groups and Objects,
333
+ this option is only included for applications which treat them differently.</p>
334
+ </div>
335
+ </dd>
336
+ <dt>Material Groups</dt>
337
+ <dd>Create OBJ groups per material.</dd>
338
+ <dt>Keep Vertex Order</dt>
339
+ <dd>Maintain vertex order on export. This is needed when OBJ is used for morph targets.</dd>
340
+ <dt>Scale</dt>
341
+ <dd>Global scale to use on export.</dd>
342
+ <dt>Forward / Up Axis</dt>
343
+ <dd><p class="first">Since many applications use a different axis for ‘Up’, there are axis conversion there settings,
344
+ Forward and Up axis – By mapping these to different axis you can convert rotations
345
+ between applications default up and forward axis.</p>
346
+ <p class="last">Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
347
+ For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.</p>
348
+ </dd>
349
+ <dt>Path Mode</dt>
350
+ <dd><p class="first">When referencing paths in exported files you may want some control as to the method used since absolute paths
351
+ may only be correct on you’re own system. Relative paths on the other hand are more portable
352
+ but mean you have to keep your files grouped when moving about on your local file system.
353
+ In some cases the path doesn’t matter since the target application will search
354
+ a set of predefined paths anyway so you have the option to strip the path too.</p>
355
+ <table class="last docutils field-list" frame="void" rules="none">
356
+ <col class="field-name" />
357
+ <col class="field-body" />
358
+ <tbody valign="top">
359
+ <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,
360
+ absolute for any directories outside that.</td>
361
+ </tr>
362
+ <tr class="field-even field"><th class="field-name">Absolute:</th><td class="field-body">Uses full paths.</td>
363
+ </tr>
364
+ <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>
365
+ </tr>
366
+ <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>
367
+ </tr>
368
+ <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>
369
+ </tr>
370
+ <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>
371
+ </tr>
372
+ </tbody>
373
+ </table>
374
+ </dd>
375
+ </dl>
376
+ </div>
377
+ </div>
378
+ <div class="section" id="compatibility">
379
+ <h2>Compatibility<a class="headerlink" href="#compatibility" title="Permalink to this headline">¶</a></h2>
380
+ <p>NURBS surfaces, text3D and metaballs are converted to meshes at export time.</p>
381
+ <div class="section" id="missing">
382
+ <h3>Missing<a class="headerlink" href="#missing" title="Permalink to this headline">¶</a></h3>
383
+ <p>Some of the following features are missing:</p>
384
+ <ul class="simple">
385
+ <li>NURBS Surfaces – this could be added but is not widely used.</li>
386
+ <li>Advanced Material Settings – There are material options documented
387
+ but very few files use them and there are few examples available.</li>
388
+ <li>Normals – Blender ignores normals from imported files, recalculating them based on the geometry.</li>
389
+ </ul>
390
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+
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+ <div class="section" id="web3d-x3d-vrml2">
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+ <h1>Web3D X3D/VRML2<a class="headerlink" href="#web3d-x3d-vrml2" title="Permalink to this headline">¶</a></h1>
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+ <div class="refbox admonition">
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+ <p class="first admonition-title">Reference</p>
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+ <table class="last docutils field-list" frame="void" rules="none">
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+ <col class="field-name" />
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+ <col class="field-body" />
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+ <tbody valign="top">
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+ <tr class="field-odd field"><th class="field-name">Category:</th><td class="field-body">Import-Export</td>
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+ </tr>
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+ <tr class="field-even field"><th class="field-name">Menu:</th><td class="field-body"><span class="menuselection">File ‣ Import/Export ‣ X3D Extensible 3D (.x3d/.wrl)</span></td>
230
+ </tr>
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+ </tbody>
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+ </table>
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+ </div>
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+ <div class="section" id="usage">
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+ <h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2>
236
+ <p>TODO.</p>
237
+ </div>
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+ <div class="section" id="properties">
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+ <h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2>
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+ <div class="section" id="import">
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+ <h3>Import<a class="headerlink" href="#import" title="Permalink to this headline">¶</a></h3>
242
+ <dl class="docutils">
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+ <dt>Forward / Up Axis</dt>
244
+ <dd><p class="first">Since many applications use a different axis for ‘Up’, these are axis conversions for
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+ Forward and Up axes – By mapping these to different axes you can convert rotations
246
+ between applications default up and forward axes.</p>
247
+ <p class="last">Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
248
+ For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.</p>
249
+ </dd>
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+ </dl>
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+ </div>
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+ <div class="section" id="export">
253
+ <h3>Export<a class="headerlink" href="#export" title="Permalink to this headline">¶</a></h3>
254
+ <dl class="docutils">
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+ <dt>Forward / Up Axis</dt>
256
+ <dd><p class="first">Since many applications use a different axis for ‘Up’, these are axis conversion for these settings,
257
+ Forward and Up axes – By mapping these to different axes you can convert rotations
258
+ between applications default up and forward axes.</p>
259
+ <p class="last">Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
260
+ For example, it’s common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.</p>
261
+ </dd>
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+ <dt>Selection Only</dt>
263
+ <dd>TODO.</dd>
264
+ <dt>Apply Modifiers</dt>
265
+ <dd>TODO.</dd>
266
+ <dt>Triangulate</dt>
267
+ <dd>TODO.</dd>
268
+ <dt>Normals</dt>
269
+ <dd>TODO.</dd>
270
+ <dt>Compress</dt>
271
+ <dd>TODO.</dd>
272
+ <dt>Hierarchy</dt>
273
+ <dd>TODO.</dd>
274
+ <dt>Named decorations</dt>
275
+ <dd>TODO.</dd>
276
+ <dt>H3D Extensions</dt>
277
+ <dd>TODO.</dd>
278
+ <dt>Scale</dt>
279
+ <dd>TODO.</dd>
280
+ <dt>Path Mode</dt>
281
+ <dd><p class="first">When referencing paths in exported files you may want some control as to the method used since absolute paths
282
+ may only be correct on your own system. Relative paths on the other hand are more portable
283
+ but mean that you have to keep your files grouped when moving about on your local file system.
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+ In some cases the path doesn’t matter since the target application will search
285
+ a set of predefined paths anyway so you have the option to strip the path too.</p>
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+ <table class="last docutils field-list" frame="void" rules="none">
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+ <col class="field-name" />
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+ <col class="field-body" />
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+ <tbody valign="top">
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+ <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,
291
+ absolute for any directories outside that.</td>
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+ </tr>
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+ <tr class="field-even field"><th class="field-name">Absolute:</th><td class="field-body">Uses full paths.</td>
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+ </tr>
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+ <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>
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+ </tr>
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+ <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>
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+ </tr>
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+ <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>
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+ </tr>
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+ <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>
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+ </tr>
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+ </tbody>
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+ </table>
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+ </dd>
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+ </dl>
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+ <h1>Freestyle SVG Exporter<a class="headerlink" href="#freestyle-svg-exporter" title="Permalink to this headline">¶</a></h1>
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+ <div class="refbox admonition">
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+ <p class="first admonition-title">Reference</p>
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+ <tbody valign="top">
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+ <tr class="field-odd field"><th class="field-name">Category:</th><td class="field-body">Render</td>
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+ </tr>
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+ <tr class="field-even field"><th class="field-name">Panel:</th><td class="field-body"><span class="menuselection">Properties ‣ Render ‣ Freestyle SVG Export</span></td>
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+ </tr>
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+ </tbody>
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+ </table>
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+ </div>
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+ <p>SVG exporting for Freestyle is available through an add-on.</p>
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+ <div class="figure align-center" id="id1">
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+ <img alt="../_images/render_freestyle_export-svg_suzanne.svg" src="../_images/render_freestyle_export-svg_suzanne.svg" /><p class="caption"><span class="caption-text">An example of an SVG result produced by the Freestyle SVG Exporter.</span></p>
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+ </div>
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+ <p>This add-on can be enabled via <span class="menuselection">Preferences ‣ Add-ons ‣ Render ‣ Freestyle SVG Exporter</span>.
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+ The GUI for the exporter should now be visible in the render tab of the Properties editor.
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+ The exported <code class="docutils literal notranslate"><span class="pre">.svg</span></code> file is written to the default output path
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+ <span class="menuselection">Properties ‣ Output ‣ Output</span>.</p>
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+ <div class="section" id="options">
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+ <h2>Options<a class="headerlink" href="#options" title="Permalink to this headline">¶</a></h2>
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+ <div class="figure align-right" id="id2">
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+ <img alt="../_images/render_freestyle_export-svg_panel.png" src="../_images/render_freestyle_export-svg_panel.png" />
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+ <p class="caption"><span class="caption-text">Freestyle SVG Export panel.</span></p>
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+ </div>
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+ <dl class="docutils">
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+ <dt>Mode</dt>
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+ <dd>Option between Frame and Animation. Frame will render a single frame,
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+ Animation will bundle all rendered frames into a single <code class="docutils literal notranslate"><span class="pre">.svg</span></code> file.</dd>
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+ <dt>Split at Invisible</dt>
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+ <dd>By default the exporter will not take invisible vertices into account and export them like they are visible.
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+ Some stroke modifiers, like Blueprint, mark vertices as invisible to achieve a certain effect. Enabling this
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+ option will make the paths split when encountering an invisible vertex, which leads to a better result.</dd>
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+ <dt>Fill Contours</dt>
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+ <dd><p class="first">The contour of objects is filled with their material color.</p>
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+ <div class="last admonition note">
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+ <p class="first admonition-title">Note</p>
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+ <p class="last">This feature is somewhat unstable – especially with animations.</p>
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+ </div>
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+ </dd>
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+ <dt>Stroke Cap Style</dt>
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+ <dd><p class="first">Defines the style the stroke caps will have in the SVG output.</p>
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+ <dl class="last docutils">
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+ <dt>Miter</dt>
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+ <dd>Corners with sharp edges.</dd>
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+ <dt>Round</dt>
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+ <dd>Corners are smoothed.</dd>
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+ <dt>Bevel</dt>
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+ <dd>Corners are beveled.</dd>
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+ </dl>
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+ </dd>
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+ </dl>
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+ </div>
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+ <div class="section" id="exportable-properties">
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+ <h2>Exportable Properties<a class="headerlink" href="#exportable-properties" title="Permalink to this headline">¶</a></h2>
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+ <div class="refbox admonition">
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+ <p class="first admonition-title">Reference</p>
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+ <table class="last docutils field-list" frame="void" rules="none">
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+ <col class="field-name" />
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+ <col class="field-body" />
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+ <tbody valign="top">
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+ <tr class="field-odd field"><th class="field-name">Panel:</th><td class="field-body"><span class="menuselection">Properties ‣ View Layers ‣ Freestyle Line Style SVG Export</span></td>
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+ </tr>
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+ </tbody>
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+ </table>
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+ </div>
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+ <p>Because the representation of Freestyle strokes and SVG path objects is fundamentally different, a one-on-one
283
+ translation between Freestyle and SVG is not possible. The main shortcoming of SVG compared to Freestyle is that
284
+ Freestyle defines style per-point, where SVG defines it per-path. This means that Freestyle can produce much more
285
+ complex results that are impossible to achieve in SVG.</p>
286
+ <p>There are extended options for the exporter,
287
+ located at the specific panels of the Freestyle renderer at the View Layers tab of the Properties editor.
288
+ Those options are located at the Freestyle Line Style SVG Export panel, at the bottom of the tab.</p>
289
+ <p>The properties (no modifiers applied) that can be exported are:</p>
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+ <ul class="simple">
291
+ <li>Base color</li>
292
+ <li>Base alpha</li>
293
+ <li>Base thickness</li>
294
+ <li>Dashes</li>
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+ </ul>
296
+ </div>
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+ <div class="section" id="animations">
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+ <h2>Animations<a class="headerlink" href="#animations" title="Permalink to this headline">¶</a></h2>
299
+ <p>The exporter supports the creation of SVG animations. When the Mode is set to Animation, all frames from a render –
300
+ one when rendering a frame (<kbd class="kbd docutils literal notranslate">F12</kbd>)
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+ or all when rendering an animation (<kbd class="kbd docutils literal notranslate">Shift-F12</kbd>) – are saved into a single file.
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+ Most modern browsers support the rendering of SVG animations.</p>
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+ <div class="figure align-center" id="id3">
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+ <img alt="../_images/render_freestyle_export-svg_cube.svg" src="../_images/render_freestyle_export-svg_cube.svg" /><p class="caption"><span class="caption-text">An SVG animation rendered with the exporter.</span></p>
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+ </div>
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+ <div class="section" id="exporting-fills">
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+ <h3>Exporting Fills<a class="headerlink" href="#exporting-fills" title="Permalink to this headline">¶</a></h3>
308
+ <p>Fills are colored areas extracted from a Freestyle render result. Specifically, they are defined by a combination of
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+ the Contour and External Contour edge type, combined with some predicates. The fill result can be unexpected,
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+ when the SVG renderer cannot correctly render the path that the exporter has generated.
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+ This problem is extra apparent in animations.</p>
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+ <div class="figure align-center" id="id4">
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+ <img alt="../_images/render_freestyle_export-svg_pallet.svg" src="../_images/render_freestyle_export-svg_pallet.svg" /><p class="caption"><span class="caption-text">An example of a SVG result produced by the Freestyle SVG Exporter.
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+ Model by <a class="reference external" href="https://github.com/xuv">Julien Deswaef</a>.</span></p>
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+ </div>
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+ <p>Fills support holes and layering. When using layers, the exporter tries to render objects with the same material as
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+ the patch. The exporting of fills and especially the order in which they are layered is by no means perfect.
318
+ In most cases, these problems can be easily solved in Inkscape or a text editor.</p>
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