从Blender导出

Exporting from Blender

从Blender导出

It is possible to export meshes, lights, cameras, transform animations (scale/rotation/location), UV layouts, pivot points, object hierarchy, and material slots from Blender.

可以从Blender导出网格、灯光、摄影机、变换动画(缩放/旋转/位置)、UV布局、轴点、对象层次结构和材质槽。

Exporting Models

导出模型

Create Material Slots

创建材质槽

Material slots must be created and assigned in Blender before exporting. If this is not done, one default material slot is used for the object.

导出之前,必须在Blender中创建和指定材质槽。如果未执行此操作,则对象将使用一个默认材质窗。

Note: Only material slots that have a material, and that are assigned to a mesh on the exported object, will be imported.

注意:将仅导入具有材质且指定给导出对象上网格的材质槽。

To create material slots, follow the steps below.

要创建材质槽,请执行以下步骤。

1.In the properties panel, select the material tab.

1.在“属性”面板中,选择“材质”选项卡。

2.Press the + to add a new material slot.

2.按+添加新的材料槽。

3.Press the New button.

3.按下“新建”按钮。

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4.Repeat steps 2 to 4 for each material slot to create.

4.对要创建的每个材质槽重复步骤2至4。

By default, the first material slot will be assigned to the object.

默认情况下,第一个材质槽将指定给对象。

To assign a different material slot to the object, or to assign several material slots to the same object, follow the steps below.

要为对象指定不同的材质槽,或为同一对象指定多个材质槽,请执行以下步骤。

1.In edit mode, select the desired faces. (Shift + Right Mouse Click to multi select, A to select all faces).

1.在编辑模式下,选择所需的面。(按住Shift键并单击鼠标右键进行多选,A选择所有面)。

2.In the properties panel, select the material tab.

2.在“属性”面板中,选择“材质”选项卡。

3.In the material slots list, select the desired material slot.

3.在“材料槽”列表中,选择所需的材料槽。

4.Press the Assign button to assign the selected material slot to selected faces.

4.按“指定”按钮将选定的材质槽指定给选定的面。

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UV Unwrap Models

UV展开模型

UV unwrapping your model will create a UV layout. Without a UV layout you will not be able to render any textures on your model in Qt Quick 3D.

UV展开模型将创建UV布局。如果没有UV布局,您将无法在Qt Quick 3D中渲染模型上的任何纹理。

There are many different ways and techniques to unwrap 3D meshes. The most basic way to do it in Blender is described below.

有许多不同的方法和技术来展开三维网格。下面介绍了在Blender中执行此操作的最基本方法。

1.In edit mode, press A to select the whole mesh.

1.在编辑模式下,按A键选择整个网格。

2.Press the U key and select Unwrap from the context menu.

2.按U键并从关联菜单中选择“展开”。

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Triangulate

三角化

1.In object mode, select the object.

1.在对象模式下,选择对象。

2.In the properties panel, select the modifiers tab.

2.在“属性”面板中,选择“修改器”选项卡。

3.In the drop down list, select Triangulate.

3.在下拉列表中,选择三角测量。

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4.Press Apply.

4.点击应用

Note: When exporting as COLLADA, it is possible to do the triangulation in the actual export step.

注意:当导出为COLLADA时,可以在实际导出步骤中进行三角化。

Bake Actions for Animations

动画的烘焙动画

Note: This step is necessary only if you are exporting animations that are using custom curves or object constraints to control the animation.

注意:只有在导出使用自定义曲线或对象约束来控制动画的动画时,才需要此步骤。

Actions are data-blocks containing animation data. If you are exporting animations you need to bake actions.

动作是包含动画数据的数据块。如果要导出动画,则需要烘焙动作。

1.Press the space bar key.

1.按空格键。

2.Type bake actions.

2.类型烘焙操作。

3.Press the Enter key.

3.按回车键。

Apply Location, Rotation, and Scale

应用位置、旋转和缩放

Note: This should not be done when exporting animations.

注意:导出动画时不应执行此操作。

Applying transform values resets the object's location, rotation, and scale values. Location and rotation values are changed to 0 while scale values are changed to 1. The object itself does not visually change.

应用变换值将重置对象的位置、旋转和缩放值。位置和旋转值更改为0,而比例值更改为1。对象本身不会在视觉上发生变化。

1.In object mode, select the object.

1.在对象模式下,选择对象。

2.Press the Ctrl + A keys.

2.按Ctrl+A键。

3.Select Location.

3.选择位置。

4.From the check box in the panel, check also Rotation and Scale.

4.从面板中的复选框中,还选中旋转和缩放。

从Blender导出_第5张图片

Note: Applying Location will also reset the object's origin (pivot point).

注意:应用位置还将重置对象的原点(轴点)。

Exporting Lights

导出灯光

You can export lights of any type from Blender to use in Qt Quick 3D.

您可以从Blender导出任何类型的灯光,以便在Qt Quick 3D中使用。

The following properties are imported:

将导入以下属性:

  • Position, rotation, scale
  • 位置、旋转、缩放
  • Brightness
  • 亮度
  • Light color
  • 灯色
  • Cast shadows
  • 投射阴影

Light type is imported (and converted if needed).

将导入灯光类型(并根据需要进行转换)。

Light type in Blender

Blender中的灯光类型

Will import to Qt Quick 3D as...

将导入Qt Quick 3D作为。。。

Point Point
Area Area
Sun Directional
Spot Directional
Hemi Directional

Exporting Cameras

导出摄像机

You can export perspective and orthographic cameras from Blender to use in Qt Quick 3D.

您可以从Blender导出透视和正交摄影机以用于Qt Quick 3D。

The following properties are imported:

将导入以下属性:

  • Position, rotation, scale
  • 位置、旋转、缩放
  • Clipping start/end
  • 剪辑开始/结束
  • Focal Length (perspective camera only).
  • 焦距(仅适用于透视摄像机)。

Exporting COLLADA from Blender

从Blender导出COLLADA

1.From the file menu, select File > Export > Collada (.dae).

1.从文件菜单中,选择文件>导出>Collada(.dae)。

2.Ensure that Triangulation is checked on, unless you already have triangulated all meshes.

2.确保已选中“三角化”,除非已对所有网格进行了三角剖分。

3.Select the Export COLLADA button.

3.选择导出COLLADA按钮。

Exporting FBX from Blender

从Blender导出FBX

In order to export as FBX, you must have the FBX export add-on installed and enabled in Blender. With the default installation of Blender, the Import-Export: FBX format should be installed. If you do not have the option to export as FBX avaialble, ensure that the add-on is enabled by following the steps:

为了导出为FBX,必须在Blender中安装并启用FBX导出附加组件。对于Blender的默认安装,应安装导入导出:FBX格式。如果您没有导出为FBX Available的选项,请按照以下步骤确保已启用附加组件:

1.Select File > User Preferences.

1.选择文件>用户首选项。

2.Select Add-ons from the top menu bar.

2.从顶部菜单栏中选择附加组件。

3.Search for fbx.

3.搜索fbx。

4.The add-on should now be visible, enable it by selecting the checkbox next to its name.

4.插件现在应该可见,通过选择其名称旁边的复选框来启用它。

从Blender导出_第6张图片

Next, to export as FBX, follow these steps:

接下来,要导出为FBX,请执行以下步骤:

1.Select File > Export > FBX (.fbx).

1.选择“文件>导出>FBX(.FBX)”。

2.Under the Main tab, set Forward to Y Forward and Up to Z Up.

2.在主选项卡下,将“向前”设置为“Y向前”,并将“向上”设置为Z向上。

从Blender导出_第7张图片

3.For animations, ensure that the Baked Animation option is checked in the Animation tab.

3.对于动画,确保选中“动画”选项卡中的“烘焙动画”选项。

从Blender导出_第8张图片

4.Select the Export FBX button.

4.选择导出FBX按钮。

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