[Bf-docboard-svn] bf-manual: [8982] trunk/blender_docs/manual/files/import_export/obj.rst: Merge branch 'blender-3.1-release'

Aaron Carlisle noreply at blender.org
Sat Feb 19 00:18:21 CET 2022


Revision: 8982
          https://developer.blender.org/rBM8982
Author:   Blendify
Date:     2022-02-19 00:18:21 +0100 (Sat, 19 Feb 2022)
Log Message:
-----------
Merge branch 'blender-3.1-release'

Modified Paths:
--------------
    trunk/blender_docs/manual/files/import_export/grease_pencil_pdf.rst
    trunk/blender_docs/manual/files/import_export/obj.rst

Property Changed:
----------------
    trunk/blender_docs/

Index: trunk/blender_docs
===================================================================
--- trunk/blender_docs	2022-02-18 23:17:55 UTC (rev 8981)
+++ trunk/blender_docs	2022-02-18 23:18:21 UTC (rev 8982)

Property changes on: trunk/blender_docs
___________________________________________________________________
Modified: svn:mergeinfo
## -1,4 +1,4 ##
 /branches/blender-2.92-release/blender_docs:7610-7921
 /branches/blender-2.93-release/blender_docs:7959-8113
 /branches/blender-3.0-release/blender_docs:8543-8943
-/branches/blender-3.1-release/blender_docs:8904-8978
\ No newline at end of property
+/branches/blender-3.1-release/blender_docs:8904-8981
\ No newline at end of property
Modified: trunk/blender_docs/manual/files/import_export/grease_pencil_pdf.rst
===================================================================
--- trunk/blender_docs/manual/files/import_export/grease_pencil_pdf.rst	2022-02-18 23:17:55 UTC (rev 8981)
+++ trunk/blender_docs/manual/files/import_export/grease_pencil_pdf.rst	2022-02-18 23:18:21 UTC (rev 8982)
@@ -26,6 +26,7 @@
 
    :Active: Export only the active keyframe.
    :Selected: Export all selected keyframes as different PDF pages.
+   :Scene: Export all frames as different PDF pages.
 
 .. note:: To enable multi-keyframe selection you must enable Multiframe Edition.
    See :doc:`Multiframe Edition </grease_pencil/multiframe>` for more information.

Modified: trunk/blender_docs/manual/files/import_export/obj.rst
===================================================================
--- trunk/blender_docs/manual/files/import_export/obj.rst	2022-02-18 23:17:55 UTC (rev 8981)
+++ trunk/blender_docs/manual/files/import_export/obj.rst	2022-02-18 23:18:21 UTC (rev 8982)
@@ -36,6 +36,8 @@
 If there is a matching ``.MTL`` for the OBJ then its materials will be imported too.
 
 
+.. _bpy.ops.wm.obj_export:
+
 Exporting
 =========
 
@@ -42,47 +44,20 @@
 Properties
 ----------
 
-Include
-^^^^^^^
+Animatioon
+^^^^^^^^^^
 
-Selected Objects
-   Only export the selected objects. Otherwise export all objects in the scene.
-Objects as OBJ Objects / Groups
-   Write out each Blender object as an OBJ object.
-
-   .. note::
-
-      Note that as far as Blender is concerned there is no difference between OBJ Groups and Objects,
-      this option is only included for applications that treat them differently.
-
-Material Groups
-   Create OBJ groups per material.
 Animation
    Exports a numbered OBJ for each frame from the start to the end frame.
    Please be aware that this can take quite a long time.
+Frame Start, End
+   Todo.
 
 
-Transform
-^^^^^^^^^
+Object Properties
+^^^^^^^^^^^^^^^^^
 
-Scale
-   Global scale to use on export.
-Path Mode
-   When referencing paths in exported files you may want some control as to the method used since absolute paths
-   may only be correct on you are own system. Relative paths on the other hand are more portable
-   but mean you have to keep your files grouped when moving about on your local file system.
-   In some cases the path doesn't matter since the target application will search
-   a set of predefined paths anyway so you have the option to strip the path too.
-
-   :Auto: Uses relative paths for files which are in a subdirectory of the exported location,
-          absolute for any directories outside that.
-   :Absolute: Uses full paths.
-   :Relative: Uses relative paths in every case (except when on a different drive on Windows).
-   :Match: Uses relative / absolute paths based on the paths used in Blender.
-   :Strip Path: Only write the filename and omit the path component.
-   :Copy: Copy the file on exporting and reference it with a relative path.
-
-Forward / Up
+Axis Forward, Up
    Since many applications use a different axis for 'Up', there are axis conversion settings,
    Forward and Up axis -- By mapping these to different axis you can convert rotations
    between applications default up and forward axis.
@@ -89,38 +64,55 @@
 
    Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
    For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.
+Scale
+   Global scale to use on export.
+Selected Only
+   Only export the selected objects. Otherwise export all objects in the scene.
+Properties
+   Todo.
 
+   :Viewport (Default): todo.
+   :Render: todo.
 
-Geometry
-^^^^^^^^
 
-Apply Modifiers
-   Export mesh objects as seen in the 3D Viewport with all modifiers applied.
-   Mostly you will want this unless you are exporting a subdivision surface cage.
-Smooth Groups
-   Write Blender's sharp edges as smooth groups.
-Bitflag Groups
-   Todo.
-Write Normals
+Geometry Export
+^^^^^^^^^^^^^^^
+
+UV Coordinates
+   Write out the active UV layers coordinates from Blender.
+Normals
    Write out Blender's face and vertex normals (depending on the faces smooth setting).
 
    Mostly this isn't needed since most applications will calculate their
    own normals but to match Blender's normal map textures you will need to write these too.
-Include UVs
-   Write out the active UV layers coordinates from Blender.
-Write Materials
+Materials
    Write out the MTL-file along with the OBJ. Most importers that support OBJ will also read the MTL-file.
-Triangulate Faces
+Triangulated Mesh
    Write out quads as two triangles. Some programs only have very basic OBJ support and only support triangles.
 Curves as NURBS
    Write out NURBS curves as OBJ NURBS rather than converting to geometry.
-Polygroups
-   Write faces into OBJ groups based on the meshes vertex group.
-   Note that this does a best guess since a face's vertices can be in multiple vertex groups.
-Keep Vertex Order
-   Maintain vertex order on export. This is needed when OBJ is used for morph targets.
 
 
+Grouping
+^^^^^^^^
+
+Object Groups
+   Write out each Blender object as an OBJ object.
+
+   .. note::
+
+      Note that as far as Blender is concerned there is no difference between OBJ Groups and Objects,
+      this option is only included for applications that treat them differently.
+Material Groups
+   Create OBJ groups per material.
+Vertex Groups
+   Todo.
+Smooth Groups
+   Write Blender's sharp edges as smooth groups.
+Bitflag Groups
+   Todo.
+
+
 Compatibility
 =============
 



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