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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Extensions%3A2.4%2FPy%2FScripts%2FExport%2FM3G</id>
	<title>Extensions:2.4/Py/Scripts/Export/M3G - 版の履歴</title>
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	<updated>2026-05-24T01:22:04Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Extensions:2.4/Py/Scripts/Export/M3G&amp;diff=57202&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Extensions:2.4/Py/Scripts/Export/M3G&amp;diff=57202&amp;oldid=prev"/>
		<updated>2018-06-28T17:53:01Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 17:53時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Extensions:2.4/Py/Scripts/Export/M3G&amp;diff=57201&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones bot: Robot, removing unnecessary nav links</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Extensions:2.4/Py/Scripts/Export/M3G&amp;diff=57201&amp;oldid=prev"/>
		<updated>2011-11-18T02:36:26Z</updated>

		<summary type="html">&lt;p&gt;Robot, removing unnecessary nav links&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== m3g_export ==&lt;br /&gt;
&lt;br /&gt;
=== About ===&lt;br /&gt;
&lt;br /&gt;
{{ScriptInfo&lt;br /&gt;
|name=M3G in J2ME...&lt;br /&gt;
|tooltip=Export to M3G in J2ME file.(into Java Class).&lt;br /&gt;
|menu=Group: Export&lt;br /&gt;
|version=0.8&lt;br /&gt;
|blender=2.37 - 2.46&lt;br /&gt;
|author=Gerhard Völkl&lt;br /&gt;
|license=GPL&lt;br /&gt;
|link=http://www.nelson-games.de/bl2m3g/&lt;br /&gt;
|exe=export_m3g.py&lt;br /&gt;
|modules=&lt;br /&gt;
|data=&lt;br /&gt;
|deps=&lt;br /&gt;
|note=Included in Blender 2.46.}}&lt;br /&gt;
&lt;br /&gt;
=== Support ===&lt;br /&gt;
&lt;br /&gt;
* [http://blenderartists.org/forum/forumdisplay.php?f=11 Python &amp;amp; Plugins forum] at Blender Artists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is temporary hide-tab for rest of the text&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
*link 1&lt;br /&gt;
*link 2&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
''Editor info:''Explain what the script does, where the idea came from, what it is related to, why it is useful, etc.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
&lt;br /&gt;
To use script:&lt;br /&gt;
 1.) load this file in the text window.&lt;br /&gt;
     (press SHIFT+F11, Open New via Datablock button)&lt;br /&gt;
 2.) make sure your mouse is over the text edit window and&lt;br /&gt;
     run this script. (press ALT+P)&lt;br /&gt;
 Or:&lt;br /&gt;
   copy to the scripts directory and it will appear in the&lt;br /&gt;
   export list. (Needs 2.32 or higher)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Shortcuts ===&lt;br /&gt;
&lt;br /&gt;
''Editor info:'' List of shortcuts used by the script, if any. Mostly relevant for scripts with guis. We should of course standardize basic ones: ESC to cancel, ESC and q to quit, etc. Follow the rules in [[Meta/Templates]].&lt;br /&gt;
&lt;br /&gt;
=== Configuration ===&lt;br /&gt;
&lt;br /&gt;
''Editor info:'' Config options available in the script's gui or via the Scripts Config Editor.&lt;br /&gt;
{{ConfigOptions&lt;br /&gt;
|name=Option name&lt;br /&gt;
|type=TYPE&lt;br /&gt;
|default=Default value&lt;br /&gt;
|explanation=Short explanation.&lt;br /&gt;
}}&lt;br /&gt;
{{ConfigOptions&lt;br /&gt;
|name=Option name&lt;br /&gt;
|type=TYPE&lt;br /&gt;
|default=Default value&lt;br /&gt;
|explanation=Short explanation.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
''Editor info:'' Usage notes, there is also a section for general notes at the end.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
''Editor info:'' Miscellaneous notes on the script.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
''Editor info:'' Relevant for IO scripts, note how complete they are in regards to the file format specification and/or compatiblity with other programs that can read the same format.&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
''Editor info:'' What doesn't work but should.&lt;br /&gt;
&lt;br /&gt;
== Additional Information ==&lt;br /&gt;
&lt;br /&gt;
''Editor info:'' placeholder for additional information.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== To-Do list ===&lt;br /&gt;
* Export only selected mesh&lt;br /&gt;
* Optimize Bones &amp;lt; - &amp;gt; Vertex Group mapping&lt;br /&gt;
* Compressed File&lt;br /&gt;
* MTex - Support&lt;br /&gt;
* By Rotating use SQUAD instead of Beziere. It's smoother&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Credits ===&lt;br /&gt;
Thanks go to:&lt;br /&gt;
* Name (AKA nickname) for what...&lt;br /&gt;
* Name ...&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 History 0.2&lt;br /&gt;
 * maximal Precision in VertexArray (with algorithms from Kalle Raita)&lt;br /&gt;
 * IPO Animation with mesh: Rotation, Translation and Size&lt;br /&gt;
 History 0.3&lt;br /&gt;
 * to find a 3d object in your java programm you can assign a userID&lt;br /&gt;
   your blender object has name 'cube#01' your 3d object will have ID 01&lt;br /&gt;
   the number after '#' is taken&lt;br /&gt;
 * more than one material per mesh can be used&lt;br /&gt;
 * uv texture support (implemented by Aki Koskinen and Juha Laitinen)&lt;br /&gt;
   The image which is bound to the faces will be exportet within m3g-file&lt;br /&gt;
   Limitations by M3G-API:&lt;br /&gt;
   The width and height of the image must be non-negative powers of two,&lt;br /&gt;
   but they need not to be equal. Maximum value is 256.&lt;br /&gt;
   *.java export: Only PNG images can be used.&lt;br /&gt;
 History 0.4&lt;br /&gt;
 * check limitation of texture images (credit to MASTER_ZION for Brasil)&lt;br /&gt;
 * Better light: The light modeles of Blender and M3G are naturally&lt;br /&gt;
   different. So the export script trys to translate as much as possible&lt;br /&gt;
&lt;br /&gt;
   M3G Light type          Blender Light type&lt;br /&gt;
   --------------------------------------------------------------&lt;br /&gt;
   AMIENT Light            Not available as light type in Blender&lt;br /&gt;
   DIRECTIONAL Light       SUN&lt;br /&gt;
   OMNIdirectional light   LAMP&lt;br /&gt;
   SPOT light              SPOT&lt;br /&gt;
   not translated          HEMI&lt;br /&gt;
   not translated          AREA&lt;br /&gt;
&lt;br /&gt;
   Attributs of M3G Lights:&lt;br /&gt;
&lt;br /&gt;
   Attenuation (OMNI,SPOT):&lt;br /&gt;
     Intensity of light changes with distance&lt;br /&gt;
     The attenuation factor is 1 / (c + l d + q d2)&lt;br /&gt;
     where d is the distance between the light and the vertex being lighted&lt;br /&gt;
     and c, l, q are the constant, linear, and quadratic coefficients.&lt;br /&gt;
     In Blender exists much complex posibilies. To simplify exporter uses&lt;br /&gt;
     only button Dist: distance at which the light intensity is half&lt;br /&gt;
     the Energy&lt;br /&gt;
   Color (ALL)&lt;br /&gt;
     Color of light&lt;br /&gt;
   Intensity (ALL)&lt;br /&gt;
     The RGB color of this Light is multiplied component-wise with the&lt;br /&gt;
     intensity. In Blender : energy&lt;br /&gt;
   SpotAngle (SPOT)&lt;br /&gt;
     the spot cone angle for this Light&lt;br /&gt;
     In Blender: spotSize&lt;br /&gt;
   SpotExponent (SPOT)&lt;br /&gt;
     The spot exponent controls the distribution of the intensity of&lt;br /&gt;
     this Light within the spot cone, such that larger values yield&lt;br /&gt;
     a more concentrated cone. In Blender: SpotBl&lt;br /&gt;
&lt;br /&gt;
 * Some GUI for options&lt;br /&gt;
   First prototype of GUI was created using RipSting's Blender-Python&lt;br /&gt;
   GUI designer. Download at Http://oregonstate.edu/~dennisa/Blender/BPG/&lt;br /&gt;
&lt;br /&gt;
 * Ambiente light&lt;br /&gt;
   Information is taken by world ambiente attribute&lt;br /&gt;
&lt;br /&gt;
 * Parenting Part 1&lt;br /&gt;
   In Blender the Empty object is used to group objects. All objects&lt;br /&gt;
   which have the same empty as parent are the member of the same group.&lt;br /&gt;
&lt;br /&gt;
   empty &amp;lt;-- Parent of -- element 1&lt;br /&gt;
        &amp;lt;-- Parent of -- element 2&lt;br /&gt;
&lt;br /&gt;
       is translated in M3G&lt;br /&gt;
&lt;br /&gt;
   group-Node -- Member --&amp;gt; element 1&lt;br /&gt;
              -- Member --&amp;gt; element 2&lt;br /&gt;
&lt;br /&gt;
   In Blender every object can be the parent of every other object&lt;br /&gt;
   In M3G that is not possible. Only a group object can be parent.&lt;br /&gt;
   (Or the world object which is derived from group).&lt;br /&gt;
   That will come later as Parenting Part 2&lt;br /&gt;
&lt;br /&gt;
 * Backface Culling&lt;br /&gt;
   you can use backface culling, if option &amp;quot;use backface culloing&amp;quot; is on.&lt;br /&gt;
   Culling will be set in PolygonMode object of every mesh. The correct&lt;br /&gt;
   winding is controlled.&lt;br /&gt;
  History 0.5&lt;br /&gt;
 * Bone Animation - Armature (Part 1)&lt;br /&gt;
&lt;br /&gt;
  Armature is the skeleton for skinned meshes. It stores the bones in&lt;br /&gt;
  rest position (more information http://www.blender.org/cms/How_Armatures_work.634.0.html)&lt;br /&gt;
  You can work in Blender with bones and meshes in different ways. In&lt;br /&gt;
  this first attempt only the use of vertex groups is assisted.&lt;br /&gt;
&lt;br /&gt;
  Blender-Objekts       translated into      M3G-Objects&lt;br /&gt;
&lt;br /&gt;
      MESH                                  SkinnedMesh&lt;br /&gt;
        |                                       |&lt;br /&gt;
        v                                       v&lt;br /&gt;
     ARMATURE                                 Group&lt;br /&gt;
        |                                       |&lt;br /&gt;
        v                                       v&lt;br /&gt;
      BONE_1                                  Group&lt;br /&gt;
                                              Group_second&lt;br /&gt;
        |                                       |&lt;br /&gt;
        V                                       v&lt;br /&gt;
      BONE_2                                  Group&lt;br /&gt;
                                              Group_secound&lt;br /&gt;
&lt;br /&gt;
  Every bone is translated into two groups at the moment, because&lt;br /&gt;
  the second bone is needed to do the animation in an easy way.&lt;br /&gt;
&lt;br /&gt;
  The animations in Blender for meshes are stored in action objects.&lt;br /&gt;
&lt;br /&gt;
  Blender Objects      translated into      M3G-Objects&lt;br /&gt;
&lt;br /&gt;
   ARMATURE&lt;br /&gt;
       | activ&lt;br /&gt;
       v&lt;br /&gt;
    ACTION                               ANIMATIONCONTROLLER&lt;br /&gt;
       | 1..n                                    ^&lt;br /&gt;
       v                                 ANIMATIONTRACK  --&amp;gt; Group_second&lt;br /&gt;
     IPOs                                        |&lt;br /&gt;
                                                 v&lt;br /&gt;
                                            KEYSEQUENZE&lt;br /&gt;
&lt;br /&gt;
  One action is translated into one animationcontroller. One IPO is&lt;br /&gt;
  translated in one KEYSEQUENZE and one ANIMATIONTRACK.&lt;br /&gt;
&lt;br /&gt;
  At the moment only the active action of the armature object is translated.&lt;br /&gt;
&lt;br /&gt;
 * Print Info, if type of light is used that is not supported&lt;br /&gt;
&lt;br /&gt;
 History 0.5&lt;br /&gt;
&lt;br /&gt;
 * New Option exportAllAction (default value: false)&lt;br /&gt;
  If that option is true, all actions will be exported - not only the active&lt;br /&gt;
  action.&lt;br /&gt;
  At the moment you can only assign one action to one armature.&lt;br /&gt;
  To know which action is used with which armature the action&lt;br /&gt;
  needs a special name :&lt;br /&gt;
        &amp;lt;Action Name&amp;gt;A&amp;lt;M3G ID of Armature&amp;gt;E&amp;lt;End Frame&amp;gt;&amp;lt;ID of Action&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  Example: Name of action : walkA10E25002&lt;br /&gt;
           Name of armature : man10&lt;br /&gt;
           End Frame: 250&lt;br /&gt;
&lt;br /&gt;
 History 0.6&lt;br /&gt;
 Include the same image only one time into the m3g-file&lt;br /&gt;
 * Until now all vertices of the faces was been written.&lt;br /&gt;
  Now the vertices will be used again if possible:&lt;br /&gt;
     normal and texture coordinates of to vertices have to be the same&lt;br /&gt;
&lt;br /&gt;
 * Smooth/solid shading can now be defined for every single material:&lt;br /&gt;
     in Editing panel (F9)&amp;gt;Link and Materials&lt;br /&gt;
&lt;br /&gt;
 * This script uses now correctly the TexFace and Shadless Buttons in&lt;br /&gt;
  Shading panel (F5)&amp;gt;Material buttons&amp;gt;Material box.&lt;br /&gt;
  TexFace switches on/off the Export of texture coordinates.&lt;br /&gt;
  Shadeless does the some with the normal coordinates&lt;br /&gt;
&lt;br /&gt;
 * The GUI was redesigned in a PupBlock&lt;br /&gt;
&lt;br /&gt;
 * Options:&lt;br /&gt;
&lt;br /&gt;
 ** Texturing Enabled: Switches on/off export of textures and texture&lt;br /&gt;
           coordinates. Attention: the TextFace button switches only&lt;br /&gt;
           for one mesh&lt;br /&gt;
 ** Texturing External: the textures will be included it mg3-file or&lt;br /&gt;
           exported in seperate file&lt;br /&gt;
 ** Lighting Enabled: turns on/off export of lights and normal completly&lt;br /&gt;
           Attention: Shadeless only for one mesh&lt;br /&gt;
 ** Persp. Correction: turns on/off perspective correction in PolygonMode.&lt;br /&gt;
 ** Smooth Shading: turns on/off smooth shading in PolygonMode.&lt;br /&gt;
&lt;br /&gt;
 * Textures in external references are used again (with ImageFactory)&lt;br /&gt;
&lt;br /&gt;
 * Blender function: Double Sided button in Editing Context&lt;br /&gt;
                    (F9)&amp;gt;Mesh panel)&lt;br /&gt;
  turn on/off PolygonMode.CULL_BACK anzuschalten.&lt;br /&gt;
&lt;br /&gt;
 * Script ingnores meshes that have no faces&lt;br /&gt;
&lt;br /&gt;
 History 0.7&lt;br /&gt;
&lt;br /&gt;
 * Exporter can work with texture coordinates greater 1 and smaller 0&lt;br /&gt;
&lt;br /&gt;
 * Adler32 did not work always correct. New implementation made.&lt;br /&gt;
&lt;br /&gt;
 * Modul shutil is not needed any longer. Exporter has its own copy_file.&lt;br /&gt;
   (realized and inspired by ideasman_42 and Martin Neumann)&lt;br /&gt;
&lt;br /&gt;
 History 0.8&lt;br /&gt;
&lt;br /&gt;
 * Blender works with SpotAngles 1..180 but M3G works only with 0..90&lt;br /&gt;
   M3G use the 'half angle' (cut off angle) (Thanks to Martin Storsjö)&lt;br /&gt;
&lt;br /&gt;
 * Error fixed: Texture coordinates was not calculated correct.&lt;br /&gt;
   (Thanks to Milan Piskla, Vlad, Max Gilead, Regis Cosnier ...)&lt;br /&gt;
&lt;br /&gt;
 * New options in GUI:&lt;br /&gt;
      M3G Version 2.0 : Will export M3G files Vers. 2.0 in future&lt;br /&gt;
      Game Physics: Adds Game Physics infos for NOPE API&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones bot</name></author>
		
	</entry>
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