Feature | Import | Export |
---|---|---|
Scene up axis | ⦸ | ⦸ |
Scene units | ⦸ | ⦸ |
Node hierarchy | ⦸ | ⦸ |
Node transform matrix | ⦸ | ⦸ |
Node TRS | ⦸ | ⦸ |
Node animations | ⦸ | ⦸ |
Cameras | ⦸ | ⦸ |
Mesh positions | ✅ | ✅ |
Mesh normals | ✅ | ✅ |
Mesh uvs | ⦸ | ⦸ |
Mesh vertex colors | ⦸ | ⦸ |
Mesh skinning | ⦸ | ⦸ |
Mesh blend shapes | ⦸ | ⦸ |
Mesh instancing | ⦸ | ⦸ |
Mesh bounding box | ⦸ | ⦸ |
Nurbs | ⦸ | ⦸ |
Skeletons | ⦸ | ⦸ |
Skeleton Animations | ⦸ | ⦸ |
Materials | ⦸ | ⦸ |
Import:
The generated USD will be set with up axis = +z as that's the most common for stl files.
Export:
exportAscii
: If true, the stl file will be in ascii format, otherwise in binary format. Example:
#usda 1.0
(
doc = "Blender v3.1.2"
metersPerUnit = 1
upAxis = "Z"
customLayerData = {
bool exportASCII = false
}
)
def Xform "Cube_001"
{
matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1.4112299680709839, 0), (0.9483106136322021, 0, 1.1584662199020386, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
def Mesh "Cube_002"
{
int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
int[] faceVertexIndices = [0, 1, 3, 2, 2, 3, 7, 6, 6, 7, 5, 4, 4, 5, 1, 0, 2, 6, 4, 0, 7, 3, 1, 5]
point3f[] points = [(-1, -1, -1), (-1, -1, 1), (-1, 1, -1), (-1, 1, 1), (1, -1, -1), (1, -1, 1), (1, 1, -1), (1, 1, 1)]
uniform token subdivisionScheme = "none"
}
}
FILE_FORMAT_STL
: Common debug messages.