# Blender
## 匯入.obj
1. 最上層File
2. Import
3. Wavefront (.obj)
## 匯出.obj
1. 最上層File
2. Export
3. Wavefront (.obj)
4. 勾選
1. UV Coordinates (保留UV座標)
2. Normals (保留法向量)
3. Triangulated Mesh (所有網格均為三角形)
## 將物體置中
1. 最上層Layout
2. Object Mode
3. Object
4. Set Origin
5. Geometry to Origin
## 智慧UV投影
1. 最上層Shading
2. Edit Mode
3. 第二層UV
4. 按A選取整個物體
5. Smart UV Project
6. 最上層UV Editing(確認UV投影結果)
## 將物體最大半徑設為1
```
import math
import bpy
from bpy import context
context.scene.cursor.location = [0.0, 0.0, 0.0]
bpy.ops.object.rotation_clear(clear_delta=False)
bpy.ops.object.location_clear(clear_delta=False)
bpy.ops.object.scale_clear(clear_delta=False)
obj = context.active_object
v = obj.data.vertices
highest = [v[0].co[0], v[0].co[1], v[0].co[2]]
lowest = [v[0].co[0], v[0].co[1], v[0].co[2]]
radius = 0.0
for v in obj.data.vertices:
c = v.co
if c[0] > highest[0]:
highest[0] = c[0]
if c[0] < lowest[0]:
lowest[0] = c[0]
if c[1] > highest[1]:
highest[1] = c[1]
if c[1] < lowest[1]:
lowest[1] = c[1]
if c[2] > highest[2]:
highest[2] = c[2]
if c[2] < lowest[2]:
lowest[2] = c[2]
radius = max(radius, c[0] * c[0] + c[1] * c[1] + c[2] * c[2])
bpy.ops.transform.translate(
value=(-0.5 * (highest[0] + lowest[0]), -0.5 * (highest[1] + lowest[1]), -0.5 * (highest[2] + lowest[2])),
orient_type='GLOBAL',
orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)),
orient_matrix_type='GLOBAL',
mirror=True,
use_proportional_edit=False,
proportional_edit_falloff='SMOOTH',
proportional_size=1,
use_proportional_connected=False,
use_proportional_projected=False
)
bpy.ops.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')
size = [highest[0] - lowest[0], highest[1] - lowest[1], highest[2] - lowest[2]]
#s = 2 / sorted(size)[2]
s = 1 / math.sqrt(radius)
bpy.ops.transform.resize(
value=(s, s, s),
orient_type='GLOBAL',
orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)),
orient_matrix_type='GLOBAL',
mirror=True,
use_proportional_edit=False,
proportional_edit_falloff='SMOOTH',
proportional_size=1,
use_proportional_connected=False,
use_proportional_projected=False
)
```
###### tags: `blender` `uv coordinate`