Export a three js textured model to a .OBJ with .MTL file
Asked Answered
W

2

8

I would like to be able to export an obj file just like in this example http://threejs.org/examples/#webgl_exporter_obj

However, i would like to export the .obj file with corresponding textures in the .mtl texture file (i have seen obj files with "usemtl someTextureNameFromMTL")

I have seen this question but the exporter seems to be exporting only mesh. I have also found this question but that discusses importer only.

The thing i wanted to implement is to make a 3d printable editor that would also export textures/colors, as there already is a .stl mesh exporter for 3d printing. however, i have found no mesh+color/texture exporter for three js :(

Wrist answered 28/1, 2016 at 19:16 Comment(1)
Brakebein's solution is great. About a plain color one of texture issue, is because the image has been repeated across the surface of a polygon. I tried using -clamp on to turn off repetition mode but it didn't work.Asclepiadean
L
8

I have extended the OBJExporter a little bit. It will return an object containing the .obj part and the .mtl part. I just wrote it down without testing, so there are probably bugs, but I hope it is something to start with.

I haven't looked up all the mtl values, I just used some standards values apart from color and texture information. Maybe I will improve it later on. You also need to be aware of the mtl filename. Currently, I'm writing a static name to the obj part. When you save the files the mtl file needs to be the same name as in the obj file declared. Otherwise 3ds max etc. won't read it.

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.OBJExporter = function () {};

THREE.OBJExporter.prototype = {

	constructor: THREE.OBJExporter,

	parse: function ( object ) {

	var output = '';
		var materials = {};

		var indexVertex = 0;
		var indexVertexUvs = 0;
		var indexNormals = 0;
      	
	var mtlFileName = 'objmaterial'; // maybe this value can be passed as parameter
	output += 'mtllib ' + mtlFileName +  '.mtl\n';

		var parseMesh = function ( mesh ) {

			var nbVertex = 0;
			var nbVertexUvs = 0;
			var nbNormals = 0;

			var geometry = mesh.geometry;
			var material = mesh.material;

			if ( geometry instanceof THREE.Geometry ) {

				output += 'o ' + mesh.name + '\n';

				var vertices = geometry.vertices;

				for ( var i = 0, l = vertices.length; i < l; i ++ ) {

					var vertex = vertices[ i ].clone();
					vertex.applyMatrix4( mesh.matrixWorld );

					output += 'v ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z + '\n';

					nbVertex ++;

				}

				// uvs

				var faces = geometry.faces;
				var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
				var hasVertexUvs = faces.length === faceVertexUvs.length;

				if ( hasVertexUvs ) {

					for ( var i = 0, l = faceVertexUvs.length; i < l; i ++ ) {

						var vertexUvs = faceVertexUvs[ i ];

						for ( var j = 0, jl = vertexUvs.length; j < jl; j ++ ) {

							var uv = vertexUvs[ j ];

							output += 'vt ' + uv.x + ' ' + uv.y + '\n';

							nbVertexUvs ++;

						}

					}

				}

				// normals

				var normalMatrixWorld = new THREE.Matrix3();
				normalMatrixWorld.getNormalMatrix( mesh.matrixWorld );

				for ( var i = 0, l = faces.length; i < l; i ++ ) {

					var face = faces[ i ];
					var vertexNormals = face.vertexNormals;

					if ( vertexNormals.length === 3 ) {

						for ( var j = 0, jl = vertexNormals.length; j < jl; j ++ ) {

							var normal = vertexNormals[ j ].clone();
							normal.applyMatrix3( normalMatrixWorld );

							output += 'vn ' + normal.x + ' ' + normal.y + ' ' + normal.z + '\n';

							nbNormals ++;

						}

					} else {

						var normal = face.normal.clone();
						normal.applyMatrix3( normalMatrixWorld );

						for ( var j = 0; j < 3; j ++ ) {

							output += 'vn ' + normal.x + ' ' + normal.y + ' ' + normal.z + '\n';

							nbNormals ++;

						}

					}

				}
              
			// material
              
			if (material.name !== '')
				output += 'usemtl ' + material.name + '\n';
			else
				output += 'usemtl material' + material.id + '\n';
              
			materials[material.id] = material;

				// faces


				for ( var i = 0, j = 1, l = faces.length; i < l; i ++, j += 3 ) {

					var face = faces[ i ];

					output += 'f ';
					output += ( indexVertex + face.a + 1 ) + '/' + ( hasVertexUvs ? ( indexVertexUvs + j     ) : '' ) + '/' + ( indexNormals + j     ) + ' ';
					output += ( indexVertex + face.b + 1 ) + '/' + ( hasVertexUvs ? ( indexVertexUvs + j + 1 ) : '' ) + '/' + ( indexNormals + j + 1 ) + ' ';
					output += ( indexVertex + face.c + 1 ) + '/' + ( hasVertexUvs ? ( indexVertexUvs + j + 2 ) : '' ) + '/' + ( indexNormals + j + 2 ) + '\n';

				}

			} else {

				console.warn( 'THREE.OBJExporter.parseMesh(): geometry type unsupported', mesh );
				// TODO: Support only BufferGeometry and use use setFromObject()

			}

			// update index
			indexVertex += nbVertex;
			indexVertexUvs += nbVertexUvs;
			indexNormals += nbNormals;

		};

		object.traverse( function ( child ) {

			if ( child instanceof THREE.Mesh ) parseMesh( child );

		} );
      		
	// mtl output
      
	var mtlOutput = '';
      
	for (var key in materials) {
        
		var mat = materials[key];
          
		if (mat.name !== '')
			mtlOutput += 'newmtl ' + mat.name + '\n';
		else
			mtlOutput += 'newmtl material' + mat.id + '\n';
          
		mtlOutput += 'Ns 10.0000\n';
		mtlOutput += 'Ni 1.5000\n';
		mtlOutput += 'd 1.0000\n';
		mtlOutput += 'Tr 0.0000\n';
		mtlOutput += 'Tf 1.0000 1.0000 1.0000\n';
		mtlOutput += 'illum 2\n';
		mtlOutput += 'Ka ' + mat.color.r + ' ' + mat.color.g + ' ' + mat.color.b + ' ' + '\n';
		mtlOutput += 'Kd ' + mat.color.r + ' ' + mat.color.g + ' ' + mat.color.b + ' ' + '\n';
		mtlOutput += 'Ks 0.0000 0.0000 0.0000\n';
		mtlOutput += 'Ke 0.0000 0.0000 0.0000\n';
          
		if (mat.map && mat.map instanceof THREE.Texture) {
          
			var file = mat.map.image.currentSrc.slice( mat.map.image.currentSrc.slice.lastIndexOf("/"), mat.map.image.currentSrc.length - 1 );
            
			mtlOutput += 'map_Ka ' + file + '\n';
			mtlOutput += 'map_Kd ' + file + '\n';
            
		}
          
	}

	return {
		obj: output,
		mtl: mtlOutput
	}

	}

};
Lightfoot answered 29/1, 2016 at 0:33 Comment(7)
wow! so very cool! i will let you know how it goes when i test thisWrist
This code references a global id variable that doesn't exist on this line materials[id] = material; that crashes the programAdobe
Thanks. The line should be materials[material.id] = material;.Lightfoot
just to let you know, the export went nice and there were only little minor bugs. i had to make some custom adjustments though, as i was exporting not a textured model, but a plain color one. neverthles, this was a huge help as a starting pointWrist
This seems to be exactly what I'm looking for, but how does it handle textures? I can't get it working with that.Meza
How do you save the output of this?Raine
If you want to store it on your local machine out of the browser, you could use Filesaver.js.Lightfoot
H
0

here's how you can save using filesaver and JSZip

var oexporter = new THREE.OBJExporter();
var result = oexporter.parse(scene);
zip.file('mymodel.obj', result.obj);
zip.file('objmaterial.mtl', result.mtl);
var zz=zip.generate({ type: 'blob' });
saveAs(zz, 'mymodel.zip');

My issue is, however, that 3D models I loaded in the scene from files are not saved.Only stuff that I created with three.js functions appears when I load the model with 3DBuilder.

Hermosa answered 7/4, 2019 at 15:43 Comment(0)

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