Use Blender 2.54, with OBJ Exporter patch from here: http://www.blendernation.com/2010/09/12/blender-2-54-beta-released/.
Create a mesh with quads, not triangles, and make sure they have a uv mapping. (see attached tree01.blend)
Export the mesh using OBJ exporter and select the triangulate option. These are the options I'm using:
True, # EXPORT_TRI
False, # EXPORT_EDGES
True, # EXPORT_NORMALS
False, # EXPORT_NORMALS_HQ, # not yet
True, # EXPORT_UV, # ok
True, # EXPORT_MTL,
False, # EXPORT_COPY_IMAGES,
True, # EXPORT_APPLY_MODIFIERS, # ok
True, # EXPORT_ROTX90, # wrong
True, # EXPORT_BLEN_OBS,
True, # EXPORT_GROUP_BY_OB,
False, # EXPORT_GROUP_BY_MAT,
False, # EXPORT_KEEP_VERT_ORDER,
False, # EXPORT_POLYGROUPS,
False, # EXPORT_CURVE_AS_NURBS,
False, # EXPORT_SEL_ONLY, # ok
False, # EXPORT_ALL_SCENES, # XXX not working atm
False); # EXPORT_ANIMATION): # Not used
The resultant OBJ has triangle faces, but each triangle that was sourced from the same quad ends up with the same texcoords. eg.
f 123/7/113 119/8/109 118/4/112
f 123/7/113 118/8/112 121/4/114
f 118/4/112 122/5/111 125/6/115
f 118/4/112 125/5/115 120/6/116
f 120/1/116 126/2/117 121/3/114
f 120/1/116 121/2/114 118/3/112
Notice the texcoord index (the middle coord) for each pair of faces is the same.
Description
Event Timeline
Please re-open.
I'm afraid this specific issue, while similar to some that were fixed with release 2.55, is not actually fixed in release 2.55.
The polygons *are* being triangulated just fine, it's just their texture coordinates that are wrong.
To verify, I grabbed export_obj.py from release 2.55 and i still see the same issue. Moreover, a diff between release 2.54 script and 2.55 script shows the only script changes are:
scene_frames = range(scene.frame_start, context.frame_end + 1) # Up to and including the end frame.
-> scene_frames = range(scene.frame_start, scene.frame_end + 1) # Up to and including the end frame.
... and:
use_edges=False,
-> use_edges=True,
(neither of these changes seem related to this specific bug)