blender操作模型数据的若干代码

1. 导出obj:        

bpy.ops.export_scene.obj(
 filepath="",
 check_existing=True,
 axis_forward='-Z',
 axis_up='Y',
 filter_glob="*.obj;*.mtl",
 use_selection=False,
 use_animation=False,
 use_mesh_modifiers=True,
 use_edges=True,
 use_smooth_groups=False,
 use_smooth_groups_bitflags=False,
 use_normals=True,
 use_uvs=True,
 use_materials=True,
 use_triangles=False,
 use_nurbs=False,
 use_vertex_groups=False,
 use_blen_objects=True,
 group_by_object=False,
 group_by_material=False,
 keep_vertex_order=False,
 global_scale=1,
 path_mode='AUTO'
)

2. 导出GLB:

bpy.ops.export_scene.gltf(
filepath = '',
check_existing = True,
export_import_convert_lighting_mode = 'SPEC',
gltf_export_id = '',
export_format = 'GLB',
ui_tab = 'GENERAL', export_copyright = '',
export_image_format = 'AUTO',
export_image_add_webp = False,
export_image_webp_fallback = False,
export_texture_dir = '',
export_jpeg_quality = 75,
export_image_quality = 75,
export_keep_originals = False,
export_texcoords = True,
export_normals = True,
export_draco_mesh_compression_enable = False,
export_draco_mesh_compression_level = 6,
export_draco_position_quantization = 14,
export_draco_normal_quantization = 10,
export_draco_texcoord_quantization = 12,
export_draco_color_quantization = 10,
export_draco_generic_quantization = 12,
export_tangents = False,
export_materials = 'EXPORT',
export_colors = True,
export_attributes = False,
use_mesh_edges = False,
use_mesh_vertices = False,
export_cameras = False,
use_selection = False,
use_visible = False,
use_renderable = False,
use_active_collection_with_nested = True,
use_active_collection = False,
use_active_scene = False, export_extras = False,
export_yup = True,
export_apply = False,
export_animations = True,
export_frame_range = False,
export_frame_step = 1,
export_force_sampling = True,
export_animation_mode = 'ACTIONS',
export_nla_strips_merged_animation_name = 'Animation',
export_def_bones = False,
export_hierarchy_flatten_bones = False,
export_optimize_animation_size = True,
export_optimize_animation_keep_anim_armature = True,
export_optimize_animation_keep_anim_object = False,
export_negative_frame = 'SLIDE',
export_anim_slide_to_zero = False,
export_bake_animation = False,
export_anim_single_armature = True,
export_reset_pose_bones = True,
export_current_frame = False,
export_rest_position_armature = True,
export_anim_scene_split_object = True,
export_skins = True, export_influence_nb = 4,
export_all_influences = False,
export_morph = True,
export_morph_normal = True,
export_morph_tangent = False,
export_morph_animation = True,
export_morph_reset_sk_data = True,
export_lights = False, export_try_sparse_sk = True,
export_try_omit_sparse_sk = False,
export_gpu_instances = False,
export_nla_strips = True,
export_original_specular = False,
will_save_settings = False, filter_glob = '*.glb'
)

3. 细分模型:  

file_loc = 'mm_frame.obj'
 

imported_object = bpy.ops.import_scene.obj(filepath=file_loc)
obj_object = bpy.context.selected_objects[0]

bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.subdivide(number_cuts=2)
bpy.ops.object.mode_set(mode="OBJECT")

bpy.data.objects['Cube'].select_set(True)
bpy.ops.object.delete()
imported_object = bpy.ops.import_scene.obj(filepath=file_loc)
 
obj = bpy.context.window.scene.objects[2]
print(obj)
bpy.context.view_layer.objects.active = obj 


bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.subdivide(number_cuts=2)
bpy.ops.export_scene.obj(filepath="zetaxh.obj")

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