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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Extensions%3A2.4%2FPy%2FScripts%2FExport%2FWavefront_obj</id>
	<title>Extensions:2.4/Py/Scripts/Export/Wavefront obj - 版の履歴</title>
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	<updated>2026-11-08T07:23:40Z</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/Wavefront_obj&amp;diff=52990&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/Wavefront_obj&amp;diff=52990&amp;oldid=prev"/>
		<updated>2018-06-28T17:50:37Z</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) 17:50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/Wavefront_obj&amp;diff=52989&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones bot: Robot, removing unnecessary nav links; cosmetic changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Extensions:2.4/Py/Scripts/Export/Wavefront_obj&amp;diff=52989&amp;oldid=prev"/>
		<updated>2011-11-18T02:17:25Z</updated>

		<summary type="html">&lt;p&gt;Robot, removing unnecessary nav links; cosmetic changes&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{ScriptInfo&lt;br /&gt;
|name=Wavefront OBJ&lt;br /&gt;
|tooltip=Save a wavefront obj file.&lt;br /&gt;
|menu=File → Export → Wavefront (.obj)...&lt;br /&gt;
|version=2.43 2006-10-01&lt;br /&gt;
|blender=2.43 and newer&lt;br /&gt;
|author=Campbell Barton (ideasman42) and &amp;lt;br /&amp;gt;Jiri Hnidek&lt;br /&gt;
|license=GPL&lt;br /&gt;
|link=this script comes with Blender.&lt;br /&gt;
|exe=export_obj.py&lt;br /&gt;
|modules=BPyMesh.py, BPyObject.py, BPyMessages.py&lt;br /&gt;
|data=&lt;br /&gt;
|deps=&lt;br /&gt;
|note=Included in Blender 2.43+&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Export_wavefront_obj.png|center]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
Export selected objects to Wavefront .obj file format.&lt;br /&gt;
&lt;br /&gt;
OBJ is a common 3d format, used to transfer data between applications.&lt;br /&gt;
Its an easy to parse text file format and well supported applications such as Maya, 3dstudio MAX, Wings3D and Lightwave.&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 (TODO).&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.csit.fsu.edu/~burkardt/txt/obj_format.txt Obj format spec]&lt;br /&gt;
* [http://www.cis.uab.edu/info/grads/hux/Data/obj.html Sample Files]&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
&lt;br /&gt;
Select the script from the File → Export menu and choose the filename to export to.&lt;br /&gt;
&lt;br /&gt;
=== Configuration ===&lt;br /&gt;
&lt;br /&gt;
These options will be presented at export time. in most cases the defaults should be good to use.&lt;br /&gt;
&lt;br /&gt;
{| {{Css/prettytable|80%}}&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Selection Only&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;ON&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Only export the selected objects.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;All Scenes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;OFF&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Each scene as a separate OBJ file.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Animation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;OFF&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Each frame as a numbered OBJ file.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Apply Modifiers&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;ON&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Use transformed mesh data from each object. May break vert order for morph targets.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Rotate X90&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;ON&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Rotate on export so Blenders UP is translated into OBJs UP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Morph Target&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;OFF&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Disables options that will re-order the verts and faces, so it can be used as a morph target.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Edges&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;ON&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Write edges not connected to faces.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Normals&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;OFF&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Export vertex normal data (Ignored by blenders importer but some programs use it)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;High Quality Normals&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;OFF&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Use with normals, Calculates high quality normals good for rendering in cases where the normals are used.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;UVs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;ON&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Export texface UV texture mapping coords.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Materials&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;ON&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Write a separate MTL file with the OBJ.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Copy Images&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;OFF&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Copy image files to the export directory, never overwrite.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Triangulate&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;OFF&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Triangulate quads, (basic obj readers may only import triangles).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Grouping (Objects)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;ON&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Export blender objects as &amp;quot;OBJ Objects&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Object Groups&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;OFF&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Export blender objects as &amp;quot;OBJ Groups&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Material Groups&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|TOGGLE||&amp;#039;&amp;#039;&amp;#039;OFF&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Group by materials&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* Only basic smoothing groups are supported using Blenders Smooth/Solid face property. per edge smoothing is not supported except through using the edge split modifier.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
Only mesh data is exported.&lt;br /&gt;
&lt;br /&gt;
=== Supported ===&lt;br /&gt;
&lt;br /&gt;
;Objects:&lt;br /&gt;
* Meshes: verts, edges, faces and uv coords.&lt;br /&gt;
* Metaballs&lt;br /&gt;
* Nurbs Surface&lt;br /&gt;
* Text&lt;br /&gt;
* Particles (strands as lines)&lt;br /&gt;
&lt;br /&gt;
;Materials:&lt;br /&gt;
* RGB: diffuse, specular, ambient, emissive. Intensity: shininess, transparency.&lt;br /&gt;
* Images Texface and Material texture/images are supported. &amp;#039;&amp;#039;Faces with texface images are separated into their own materials&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== Missing ===&lt;br /&gt;
&lt;br /&gt;
;Other:&lt;br /&gt;
* The obj format has support for curves and nurbs, however these are exported as meshes.&lt;br /&gt;
* Vertex color is not supported by the obj format.&lt;br /&gt;
* The OBJ format only supports 1 set of UV coordinates, so only the active UV&amp;#039;s will be exported.&lt;br /&gt;
&lt;br /&gt;
== Known Issues ==&lt;br /&gt;
&lt;br /&gt;
* Vue Esprit 5 and 6 will not import Blender OBJ files with edges, be sure to disable edge export when working with Vue Esprit.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones bot</name></author>
		
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