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Blender F.A.Q (Last Updated: 2025 Jan 16 6:55 pm)
OK thats what i Feared
I have objects the will have over one hundred fragments
so even the mighty Blender cant send them all out in one shot.
Oh well
thanks anyway for the info.
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Yes you can export multiple objects in Blender.
Select your objects in "Object" mode > File > Export > Wavefront Obj > save to where ever you want.http://wiki.blender.org/index.php/Doc:Manual/Vitals/File_operations
http://wiki.blender.org/index.php/Extensions:Py/Scripts/Manual/Export/wavefront_obj
Exellent I see its already in blender thanks
Hmm it still only export the peices as ONE solid object
Too bad!!!
selecting each one and exporting separately in NOT an option
maybe this will be implemented in 2.5.
Oh well
Cheers
OBJ format has the facility to specify seperate objects within one file ("o" lines) which Blender will write when the correct group option is chosen when exporting ("Object Groups").
The problem of course is that Poser's importer ignores these and treats the whole file as one object.
The best solution would be to have Poser process the file with a script that creates the appropriate number of individual props rather than exporting multiple OBJs.
If you are having a Mac issue, you might want to go over to blenderartist.org to find a solution there.
There are many Mac users/developers over there that may be able to help you.
You can even upload the file so people can test it out!
I'd say that's your best bet...getting it tested by other mac users.
If this is a new issue, you might want to report this bug...someone might get it fixed right away.
I know that this is a non issue with Windows or Linux...2.49 or 2.50.
Works fine for me.
Are you SURE your separating the the object?
Naming each separated object differently?
Exporting in "Object" mode? Not in "Edit" mode?
Hope you find a solution.
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I know that this is a non issue with Windows or Linux...2.49 or 2.50.
Works fine for me.
JUST to be sure you are saying that you can have 50 cubes in one blender scene.
you can export ALL 50 cubes in ONE operation to a folder as 50 .obj files cubes
because every blender web forum I have visited says it is NOT possible.
I will upload a test file for you if you would like to see for yourself.
Cheers
I just tried this out just to be sure.
Opened blender 2.49....with cube in scene...added a sphere...added a cylinder.
Selected all 3 objects...export...wavefront obj...saved to folder.
Close scene...opened new scene...import....wavefront...selected the file(3obj010test.obj)...
Cube, sphere, cylinder all appears.
Yes...working fine.
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...selected the file(3obj010test.obj)...
Cube, sphere, cylinder all appears.Yes...working fine.
DO they import as SEPARATE objects??
Agreed that exporting the separate objects into an .obj file and re-importing that file back into Blender will keep all the objects integrity.
Importing into another program however, does not. It imports as one object only. I have just tested this in Max, Carrara, DS, Truespace and Hex. It imports as a single object only.
Happy to be proven wrong though, it would save me an awful lot of work.
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Importing into another program however, does not. It imports as one object only. I have just tested this in Max, Carrara, DS, Truespace and Hex. It imports as a single object only.Happy to be proven wrong though, it would save me an awful lot of work.
Thank you sir .
This is Exactly what Ive been saying.
Cheers
Blender does export multiple objects but in one file as mentioned repeatedly, Poser just doesn't have the capability to separate the files on import.....soooo wouldn't that be the mighty Poser that fails?:biggrin:
Seriously though I understand what you want to do and Blender does not currently support batch exporting of OBJ files with the exception of animation frames.
The way around this is to follow nruddocks suggestion about scripting on the Poser end. You could adapt the Wavefront obj importer from Blender to Poser Python specs.
The advantage would be you would import 1 object file that is separated by the script as opposed to exporting multiple separate objects and importing them individually.
Pret-a-3d would be the one to ask on this since he knows the scripts pretty well. Contact him here on Renderosity.
Hi I disagree to the extent the poser is not a 3D modeling program but a 3D Content/ rendering animation program
poser already has a very capable batch import.py script
it is how I am able to import props like this brick wall that has over 300
pieces.( See pic)
I have the Ability properly export MULTIPLE object files from maxon Cinema4D
Using the Commercial Plugin Riptide pro.But I was searching for a low cost solution
for other poser users who May not be able to Afford a $3000 Application Like Cinema4D
plus the $50 extra plugin to be able to batch export.
For anyone wondering why I care about this at all it is because of the recently Discovered undocumented features of "Poser physics" that make it a viable low cost hard body
DYNAMICS ENGINE along side its Ragdoll Physics.
You props with multiple parts can be made to explode quite realisticly right within poser and the animation can be opened in the FREE Daz Studio for Export to Other programs via collada.
But apparently Only MAXONC4D with Riptide pro can accomplish what you would think is a Simple Export task.
Oh well
Cheers
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Forgot to add.
For the poser problem, I read somewhere that Meshfoot.py python script might be the answer.
Hope this helps?
Hi
any link to Download this script.
Cheers
Provided you export with the "Object Groups" option, then the script for Poser to split each group (of the currently selected prop) into a seperate props (named after the group) and then delete the source prop, is :-
scene = poser.Scene()
act = scene.CurrentActor()
geom = act.Geometry()
for grp in geom.Groups():
g = scene.CreateGeomFromGroup(act, grp)
p = scene.CreatePropFromGeom(g, grp)
scene.SelectActor(act)
scene.DeleteCurrentProp()
Which is much simpler than messing about with multiple files or writing a modified importer that handles the "o" lines.
OK...found it...but goes the wrong way...go from poser to blender...sorry.
http://blenderartists.org/forum/showthread.php?t=154134&highlight=meshfoot
Would be interesting to know if nruddock's script works for you?
Is this scripting for poser?
Hope you get your issue figured out.
As a side note...it would be really nice if someone, somewhere would update the .obj format for today's needs! Or is this just wishful thinking on my part? lol
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OK...found it...but goes the wrong way...go from poser to blender...sorry.http://blenderartists.org/forum/showthread.php?t=154134&highlight=meshfoot
Would be interesting to know if nruddock's script works for you?
Is this scripting for poser?
Hope you get your issue figured out.As a side note...it would be really nice if someone, somewhere would update the .obj format for today's needs! Or is this just wishful thinking on my part? lol
Hi
No go.
im getting a Syntax error but its probaby a Mac Formating thing.
As I said im doing these types of multi-exports fine from C4D with "riptide" but it would be nice
to pass on a Solution for poser peeps who cant Afford Cinema4D for creating multi-part Props for batch import.
Cheers
Yes, but like Wolf359 said, if you have about 50 objects, that's a lot of editing(in his case, seperating objects).
Unless may be using notepad++...dont know enough notepad++ though.
Can it somehow find those "o" and "g" at once?
I'm looking in it know...cant find a way...just loaded this last week.
HI Yes I am Seeking to have SEPARATE objects/parts who's pieces will Collide and fly Apart During a Poser physics
Simulation/Explosion. Material groups are not really important.
Thanks for all the input guys
Cheers
Quote - Ignore my last post. Did a test, choosing the 'Object Group' (and unchoosing 'Object') does break the mesh into 'g'roups instead of 'o'bjects. I don't have Poser, but I wonder if you need to be in a rigging room for it to recognize the groups.
The groups are there (see script I posted earlier), but a prop is always treated as a single object.
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