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Browse files- index.html +50 -92
- io_anim_bvh.html +355 -0
- io_curve_svg.html +321 -0
- io_mesh_ply.html +345 -0
- io_mesh_stl.html +362 -0
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- io_scene_fbx.html +570 -0
- io_scene_gltf2.html +768 -0
- io_scene_obj.html +467 -0
- io_scene_x3d.html +384 -0
- render_freestyle_svg.html +396 -0
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<li class="toctree-l1 current"><a class="current reference internal" href="#">Add-ons</a><ul>
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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="section" id="biovision-motion-capture-bvh">
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<h1>BioVision Motion Capture (BVH)<a class="headerlink" href="#biovision-motion-capture-bvh" title="Permalink to this headline">¶</a></h1>
|
221 |
+
<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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<tr class="field-odd field"><th class="field-name">Category:</th><td class="field-body">Import-Export</td>
|
228 |
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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">
|
235 |
+
<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">
|
239 |
+
<h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2>
|
240 |
+
<div class="section" id="import">
|
241 |
+
<h3>Import<a class="headerlink" href="#import" title="Permalink to this headline">¶</a></h3>
|
242 |
+
<dl class="docutils">
|
243 |
+
<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,
|
245 |
+
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>
|
250 |
+
<dt>Target</dt>
|
251 |
+
<dd>TODO.</dd>
|
252 |
+
<dt>Scale</dt>
|
253 |
+
<dd>TODO.</dd>
|
254 |
+
<dt>Scale FPS</dt>
|
255 |
+
<dd>TODO.</dd>
|
256 |
+
<dt>Update Scene FPS</dt>
|
257 |
+
<dd>TODO.</dd>
|
258 |
+
<dt>Update Scene Duration</dt>
|
259 |
+
<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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<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>
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<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 warning">
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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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<h3>Import<a class="headerlink" href="#import" title="Permalink to this headline">¶</a></h3>
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<p>The import does not have any properties.</p>
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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>Apply Modifiers</dt>
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<dd>Todo.</dd>
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<dt>Normals</dt>
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<dd>Todo.</dd>
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<dt>UVs</dt>
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<dd>Todo.</dd>
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<dt>Vertex Colors</dt>
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<dd>Todo.</dd>
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<dt>Forward</dt>
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<dd>TODO.</dd>
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<dt>Up</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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<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>Use the operator to import ASCII or binary PLY-files, you can select multiple files at once.
|
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For exporting, you can choose to enable or disable the modifiers during the export
|
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and you can choose which data you want to export (UV textures, vertex colors, …).</p>
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<p class="first admonition-title">Reference</p>
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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 ‣ Stl (.stl)</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>This format is useful if you intend to import/export the files for CAD software.
|
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+
It is also commonly used for loading into 3D printing software.</p>
|
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+
<div class="admonition warning">
|
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+
<p class="first admonition-title">Warning</p>
|
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+
<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>
|
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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="common">
|
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+
<h3>Common<a class="headerlink" href="#common" title="Permalink to this headline">¶</a></h3>
|
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+
<dl class="docutils">
|
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+
<dt>Forward / Up Axis</dt>
|
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+
<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
|
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+
between applications default up and forward axes.</p>
|
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+
<p class="last">Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
|
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+
For example, it’s 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>Scale</dt>
|
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+
<dd>TODO.</dd>
|
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+
<dt>Scene Unit</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="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>Facet Normals</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>Selection Only</dt>
|
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+
<dd>TODO.</dd>
|
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+
<dt>ASCII</dt>
|
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+
<dd>TODO.</dd>
|
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+
<dt>Apply Modifiers</dt>
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+
<dd>TODO.</dd>
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+
<dt>Batch Mode</dt>
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+
<dd>TODO.</dd>
|
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+
</dl>
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+
</div>
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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>Use the operator to import ASCII or binary STL-files, you can select multiple files at once.
|
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+
For exporting you can select multiple objects and they will be exported as a single STL-file.
|
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+
You can select between ASCII/binary file format (binary is more compact).
|
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You can also choose to enable or disable the modifiers during the export.</p>
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</div>
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</div>
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<div class="section" id="uv-layout">
|
220 |
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<h1>UV Layout<a class="headerlink" href="#uv-layout" 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">
|
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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>
|
228 |
+
</tr>
|
229 |
+
<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>
|
230 |
+
</tr>
|
231 |
+
</tbody>
|
232 |
+
</table>
|
233 |
+
</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">
|
250 |
+
<colgroup>
|
251 |
+
<col width="50%" />
|
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+
<col width="50%" />
|
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+
</colgroup>
|
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+
<tbody valign="top">
|
255 |
+
<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>
|
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+
</div>
|
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+
</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="properties">
|
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+
<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>
|
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+
<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>
|
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+
<dt>Size</dt>
|
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+
<dd>select the size of the image in pixels. The image be square.</dd>
|
284 |
+
<dt>Fill Opacity</dt>
|
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+
<dd>Set the opacity of the fill.</dd>
|
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+
</dl>
|
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</div>
|
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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>
|
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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">
|
236 |
+
<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>
|
493 |
+
</div>
|
494 |
+
</div>
|
495 |
+
</div>
|
496 |
+
|
497 |
+
|
498 |
+
</div>
|
499 |
+
|
500 |
+
</div>
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+
<footer>
|
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+
<div class="rst-footer-buttons" role="navigation" aria-label="footer navigation">
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+
|
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+
<a href="io_scene_gltf2.html" class="btn btn-neutral float-right" title="glTF 2.0" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right"></span></a>
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506 |
+
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507 |
+
|
508 |
+
<a href="io_mesh_uv_layout.html" class="btn btn-neutral float-left" title="UV Layout" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left"></span> Previous</a>
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|
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+
<hr/>
|
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+
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+
<div role="contentinfo">
|
516 |
+
<p>
|
517 |
+
© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License
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+
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|
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+
</footer>
|
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|
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|
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|
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|
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|
528 |
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|
529 |
+
</div>
|
530 |
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<div class="rst-versions" data-toggle="rst-versions" role="note" aria-label="document versions">
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</html>
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io_scene_gltf2.html
ADDED
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1 |
+
|
2 |
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|
3 |
+
<!DOCTYPE html>
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<div class="section" id="gltf-2-0">
|
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<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">
|
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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 ‣ glTF 2.0 (.glb, .gltf)</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">
|
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 >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 |
+
</div>
|
693 |
+
</div>
|
694 |
+
|
695 |
+
|
696 |
+
</div>
|
697 |
+
|
698 |
+
</div>
|
699 |
+
<footer>
|
700 |
+
|
701 |
+
<div class="rst-footer-buttons" role="navigation" aria-label="footer navigation">
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702 |
+
|
703 |
+
<a href="io_scene_obj.html" class="btn btn-neutral float-right" title="Wavefront OBJ" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right"></span></a>
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706 |
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<a href="io_scene_fbx.html" class="btn btn-neutral float-left" title="FBX" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left"></span> Previous</a>
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709 |
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710 |
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|
711 |
+
<hr/>
|
712 |
+
|
713 |
+
<div role="contentinfo">
|
714 |
+
<p>
|
715 |
+
© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License
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716 |
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717 |
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718 |
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719 |
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|
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+
</footer>
|
721 |
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|
722 |
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|
723 |
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</div>
|
724 |
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|
725 |
+
</section>
|
726 |
+
|
727 |
+
</div>
|
728 |
+
<div class="rst-versions" data-toggle="rst-versions" role="note" aria-label="document versions">
|
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io_scene_obj.html
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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>
|
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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 ‣ Wavefront (.obj)</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>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>
|
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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>
|
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 & 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>
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<p>NURBS surfaces, text3D and metaballs are converted to meshes at export time.</p>
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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>
|
223 |
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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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227 |
+
<tr class="field-odd field"><th class="field-name">Category:</th><td class="field-body">Import-Export</td>
|
228 |
+
</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>
|
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+
</tr>
|
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+
</tbody>
|
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+
</table>
|
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+
</div>
|
234 |
+
<div class="section" id="usage">
|
235 |
+
<h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2>
|
236 |
+
<p>TODO.</p>
|
237 |
+
</div>
|
238 |
+
<div class="section" id="properties">
|
239 |
+
<h2>Properties<a class="headerlink" href="#properties" title="Permalink to this headline">¶</a></h2>
|
240 |
+
<div class="section" id="import">
|
241 |
+
<h3>Import<a class="headerlink" href="#import" title="Permalink to this headline">¶</a></h3>
|
242 |
+
<dl class="docutils">
|
243 |
+
<dt>Forward / Up Axis</dt>
|
244 |
+
<dd><p class="first">Since many applications use a different axis for ‘Up’, these are axis conversions for
|
245 |
+
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>
|
250 |
+
</dl>
|
251 |
+
</div>
|
252 |
+
<div class="section" id="export">
|
253 |
+
<h3>Export<a class="headerlink" href="#export" title="Permalink to this headline">¶</a></h3>
|
254 |
+
<dl class="docutils">
|
255 |
+
<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>
|
262 |
+
<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.
|
284 |
+
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>
|
286 |
+
<table class="last docutils field-list" frame="void" rules="none">
|
287 |
+
<col class="field-name" />
|
288 |
+
<col class="field-body" />
|
289 |
+
<tbody valign="top">
|
290 |
+
<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>
|
292 |
+
</tr>
|
293 |
+
<tr class="field-even field"><th class="field-name">Absolute:</th><td class="field-body">Uses full paths.</td>
|
294 |
+
</tr>
|
295 |
+
<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>
|
296 |
+
</tr>
|
297 |
+
<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>
|
298 |
+
</tr>
|
299 |
+
<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>
|
300 |
+
</tr>
|
301 |
+
<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>
|
302 |
+
</tr>
|
303 |
+
</tbody>
|
304 |
+
</table>
|
305 |
+
</dd>
|
306 |
+
</dl>
|
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+
</div>
|
308 |
+
</div>
|
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+
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|
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318 |
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|
319 |
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<a href="render_freestyle_svg.html" class="btn btn-neutral float-right" title="Freestyle SVG Exporter" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right"></span></a>
|
320 |
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322 |
+
<a href="io_scene_obj.html" class="btn btn-neutral float-left" title="Wavefront OBJ" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left"></span> Previous</a>
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|
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render_freestyle_svg.html
ADDED
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1 |
+
|
2 |
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|
3 |
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<!DOCTYPE html>
|
4 |
+
<!--[if IE 8]><html class="no-js lt-ie9" lang="en" > <![endif]-->
|
5 |
+
<!--[if gt IE 8]><!--> <html class="no-js" lang="en" > <!--<![endif]-->
|
6 |
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<head>
|
7 |
+
<meta charset="utf-8">
|
8 |
+
|
9 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
10 |
+
|
11 |
+
<title>Freestyle SVG Exporter — Blender Manual</title>
|
12 |
+
|
13 |
+
|
14 |
+
|
15 |
+
|
16 |
+
<link rel="shortcut icon" href="../_static/favicon.ico"/>
|
17 |
+
|
18 |
+
|
19 |
+
|
20 |
+
<link rel="canonical" href="https://docs.blender.org/manual/en/latest/addons/render_freestyle_svg.html"/>
|
21 |
+
|
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+
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+
|
24 |
+
<script type="text/javascript" src="../_static/js/modernizr.min.js"></script>
|
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+
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+
|
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<script type="text/javascript" id="documentation_options" data-url_root="../" src="../_static/documentation_options.js"></script>
|
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<script type="text/javascript" src="../_static/jquery.js"></script>
|
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<script type="text/javascript" src="../_static/underscore.js"></script>
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<script type="text/javascript" src="../_static/doctools.js"></script>
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<script type="text/javascript" src="../_static/language_data.js"></script>
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<div class="section" id="freestyle-svg-exporter">
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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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+
<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">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.
|
247 |
+
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
|
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+
translation between Freestyle and SVG is not possible. The main shortcoming of SVG compared to Freestyle is that
|
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+
Freestyle defines style per-point, where SVG defines it per-path. This means that Freestyle can produce much more
|
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+
complex results that are impossible to achieve in SVG.</p>
|
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+
<p>There are extended options for the exporter,
|
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+
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>
|
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+
<p>The properties (no modifiers applied) that can be exported are:</p>
|
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+
<ul class="simple">
|
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+
<li>Base color</li>
|
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+
<li>Base alpha</li>
|
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+
<li>Base thickness</li>
|
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+
<li>Dashes</li>
|
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+
</ul>
|
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+
</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 –
|
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+
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>
|
305 |
+
</div>
|
306 |
+
<div class="section" id="exporting-fills">
|
307 |
+
<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
|
309 |
+
the Contour and External Contour edge type, combined with some predicates. The fill result can be unexpected,
|
310 |
+
when the SVG renderer cannot correctly render the path that the exporter has generated.
|
311 |
+
This problem is extra apparent in animations.</p>
|
312 |
+
<div class="figure align-center" id="id4">
|
313 |
+
<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.
|
314 |
+
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
|
317 |
+
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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+
</div>
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</div>
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