#!BPY """ Name: 'Wavefront (.obj)...' Blender: 237 Group: 'Import' Tooltip: 'Load a Wavefront OBJ File' """ __author__ = "Campbell Barton" __url__ = ["blender", "elysiun"] __version__ = "1.0" __bpydoc__ = """\ This script imports OBJ files to Blender. Usage: Run this script from "File->Import" menu and then load the desired OBJ file. """ # $Id$ # # -------------------------------------------------------------------------- # OBJ Import v1.0 by Campbell Barton (AKA Ideasman) # -------------------------------------------------------------------------- # ***** BEGIN GPL LICENSE BLOCK ***** # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ***** END GPL LICENCE BLOCK ***** # -------------------------------------------------------------------------- ABORT_MENU = 'Failed Reading OBJ%t|File is probably another type|if not send this file to|cbarton@metavr.com|with MTL and image files for further testing.' NULL_MAT = '(null)' # Name for mesh's that have no mat set. NULL_IMG = '(null)' # Name for mesh's that have no mat set. MATLIMIT = 16 # This isnt about to change but probably should not be hard coded. DIR = '' #==============================================# # Return directory, where the file is # #==============================================# def stripFile(path): lastSlash = max(path.rfind('\\'), path.rfind('/')) if lastSlash != -1: path = path[:lastSlash] return '%s%s' % (path, sys.sep) #==============================================# # Strips the slashes from the back of a string # #==============================================# def stripPath(path): return path.split('/')[-1].split('\\')[-1] #====================================================# # Strips the prefix off the name before writing # #====================================================# def stripExt(name): # name is a string return name[ : name.rfind('.') ] from Blender import * #==================================================================================# # This function sets textures defined in .mtl file # #==================================================================================# def getImg(img_fileName, dir): img_fileName_strip = stripPath(img_fileName) for i in Image.Get(): if stripPath(i.filename) == img_fileName_strip: return i try: # Absolute dir return Image.Load(img_fileName) except IOError: pass # Relative dir if img_fileName.startswith('/'): img_fileName = img_fileName[1:] elif img_fileName.startswith('./'): img_fileName = img_fileName[2:] elif img_fileName.startswith('\\'): img_fileName = img_fileName[1:] elif img_fileName.startswith('.\\'): img_fileName = img_fileName[2:] # if we are this far it means the image hasnt been loaded. try: return Image.Load( dir + img_fileName) except IOError: pass # Its unlikely but the image might be with the OBJ file, and the path provided not relevent. # if the user extracted an archive with no paths this could happen. try: return Image.Load( dir + img_fileName_strip) except IOError: pass print '\tunable to open image file: "%s"' % img_fileName return None #==================================================================================# # This function sets textures defined in .mtl file # #==================================================================================# def loadMaterialImage(mat, img_fileName, type, meshDict, dir): TEX_ON_FLAG = NMesh.FaceModes['TEX'] texture = Texture.New(type) texture.setType('Image') # Absolute path - c:\.. etc would work here image = getImg(img_fileName, dir) if image: texture.image = image # adds textures to faces (Textured/Alt-Z mode) # Only apply the diffuse texture to the face if the image has not been set with the inline usemat func. if image and type == 'Kd': for meshPair in meshDict.values(): for f in meshPair[0].faces: #print meshPair[0].materials[f.mat].name, mat.name if meshPair[0].materials[f.mat].name == mat.name: # the inline usemat command overides the material Image if not f.image: f.mode |= TEX_ON_FLAG f.image = image # adds textures for materials (rendering) elif type == 'Ka': mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR) # TODO- Add AMB to BPY API elif type == 'Kd': mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL) elif type == 'Ks': mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC) elif type == 'Bump': # New Additions mat.setTexture(3, texture, Texture.TexCo.UV, Texture.MapTo.NOR) elif type == 'D': mat.setTexture(4, texture, Texture.TexCo.UV, Texture.MapTo.ALPHA) elif type == 'refl': mat.setTexture(5, texture, Texture.TexCo.UV, Texture.MapTo.REF) #==================================================================================# # This function loads materials from .mtl file (have to be defined in obj file) # #==================================================================================# def load_mtl(dir, mtl_file, meshDict, materialDict): #===============================================================================# # This gets a mat or creates one of the requested name if none exist. # #===============================================================================# def getMat(matName, materialDict): # Make a new mat try: return materialDict[matName] #except NameError or KeyError: except: # Better do any exception # Do we realy need to keep the dict up to date?, not realy but keeps consuistant. materialDict[matName] = Material.New(matName) return materialDict[matName] mtl_file = stripPath(mtl_file) mtl_fileName = dir + mtl_file try: fileLines= open(mtl_fileName, 'r').readlines() except IOError: print '\tunable to open referenced material file: "%s"' % mtl_fileName return try: lIdx=0 while lIdx < len(fileLines): l = fileLines[lIdx].split() # Detect a line that will be ignored if len(l) == 0: pass elif l[0] == '#' or len(l) == 0: pass elif l[0] == 'newmtl': currentMat = getMat('_'.join(l[1:]), materialDict) # Material should alredy exist. elif l[0] == 'Ka': currentMat.setMirCol(float(l[1]), float(l[2]), float(l[3])) elif l[0] == 'Kd': currentMat.setRGBCol(float(l[1]), float(l[2]), float(l[3])) elif l[0] == 'Ks': currentMat.setSpecCol(float(l[1]), float(l[2]), float(l[3])) elif l[0] == 'Ns': currentMat.setHardness( int((float(l[1])*0.51)) ) elif l[0] == 'Ni': # Refraction index currentMat.setIOR( max(1, min(float(l[1]), 3))) # Between 1 and 3 elif l[0] == 'd': currentMat.setAlpha(float(l[1])) elif l[0] == 'Tr': currentMat.setAlpha(float(l[1])) elif l[0] == 'map_Ka': img_fileName = ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'Ka', meshDict, dir) elif l[0] == 'map_Ks': img_fileName = ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'Ks', meshDict, dir) elif l[0] == 'map_Kd': img_fileName = ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'Kd', meshDict, dir) # new additions elif l[0] == 'map_Bump': # Bumpmap img_fileName = ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'Bump', meshDict, dir) elif l[0] == 'map_D': # Alpha map - Dissolve img_fileName = ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'D', meshDict, dir) elif l[0] == 'refl': # Reflectionmap img_fileName = ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'refl', meshDict, dir) lIdx+=1 except: print '\tERROR: Unable to parse MTL file.' #===========================================================================# # Returns unique name of object/mesh (preserve overwriting existing meshes) # #===========================================================================# def getUniqueName(name): newName = name uniqueInt = 0 while 1: try: ob = Object.Get(newName) # Okay, this is working, so lets make a new name newName = '%s.%d' % (name, uniqueInt) uniqueInt +=1 except AttributeError: if newName not in NMesh.GetNames(): return newName else: newName = '%s.%d' % (name, uniqueInt) uniqueInt +=1 #==================================================================================# # This loads data from .obj file # #==================================================================================# def load_obj(file): time1 = sys.time() # Deselect all objects in the scene. # do this first so we dont have to bother, with objects we import for ob in Scene.GetCurrent().getChildren(): ob.sel = 0 TEX_OFF_FLAG = ~NMesh.FaceModes['TEX'] # Get the file name with no path or .obj fileName = stripExt( stripPath(file) ) mtl_fileName = None DIR = stripFile(file) tempFile = open(file, 'r') fileLines = tempFile.readlines() tempFile.close() uvMapList = [(0,0)] # store tuple uv pairs here # This dummy vert makes life a whole lot easier- # pythons index system then aligns with objs, remove later vertList = [None] # Could havea vert but since this is a placeholder theres no Point # Store all imported images in a dict, names are key imageDict = {} # This stores the index that the current mesh has for the current material. # if the mesh does not have the material then set -1 contextMeshMatIdx = -1 # Keep this out of the dict for easy accsess. nullMat = Material.New(NULL_MAT) currentMat = nullMat # Use this mat. currentImg = None # Null image is a string, otherwise this should be set to an image object.\ currentSmooth = False # Store a list of unnamed names currentUnnamedGroupIdx = 1 currentUnnamedObjectIdx = 1 quadList = (0, 1, 2, 3) faceQuadVList = [None, None, None, None] faceTriVList = [None, None, None] #==================================================================================# # Load all verts first (texture verts too) # #==================================================================================# nonVertFileLines = [] smoothingGroups = {} materialDict = {} # Store all imported materials as unique dict, names are key lIdx = 0 print '\tfile length: %d' % len(fileLines) try: while lIdx < len(fileLines): # Ignore vert normals if fileLines[lIdx].startswith('vn'): lIdx+=1 continue # Dont Bother splitting empty or comment lines. if len(fileLines[lIdx]) == 0 or\ fileLines[lIdx][0] == '\n' or\ fileLines[lIdx][0] == '#': pass else: fileLines[lIdx] = fileLines[lIdx].split() l = fileLines[lIdx] # Splitting may if len(l) == 0: pass # Verts elif l[0] == 'v': vertList.append( NMesh.Vert(float(l[1]), float(l[2]), float(l[3]) ) ) # UV COORDINATE elif l[0] == 'vt': uvMapList.append( (float(l[1]), float(l[2])) ) # Smoothing groups, make a list of unique. elif l[0] == 's': if len(l) > 1: smoothingGroups['_'.join(l[1:])] = None # Can we assign something more usefull? cant use sets yet # Keep Smoothing group line nonVertFileLines.append(l) # Smoothing groups, make a list of unique. elif l[0] == 'usemtl': if len(l) > 1: materialDict['_'.join(l[1:])] = None # Can we assign something more usefull? cant use sets yet # Keep Smoothing group line nonVertFileLines.append(l) else: nonVertFileLines.append(l) lIdx+=1 except: print Draw.PupMenu(ABORT_MENU) return del fileLines fileLines = nonVertFileLines del nonVertFileLines # Only want unique keys anyway smoothingGroups['(null)'] = None # Make sure we have at least 1. smoothingGroups = smoothingGroups.keys() print '\tfound %d smoothing groups.' % (len(smoothingGroups) -1) # Add materials to Blender for later is in teh OBJ for k in materialDict.keys(): materialDict[k] = Material.New(k) # Make a list of all unused vert indicies that we can copy from VERT_USED_LIST = [0]*len(vertList) # Here we store a boolean list of which verts are used or not # no we know weather to add them to the current mesh # This is an issue with global vertex indicies being translated to per mesh indicies # like blenders, we start with a dummy just like the vert. # -1 means unused, any other value refers to the local mesh index of the vert. # currentObjectName has a char in front of it that determins weather its a group or object. # We ignore it when naming the object. currentObjectName = 'unnamed_obj_0' # If we cant get one, use this meshDict = {} # The 3 variables below are stored in a tuple within this dict for each mesh currentMesh = NMesh.GetRaw() # The NMesh representation of the OBJ group/Object currentUsedVertList = {} # A Dict of smooth groups, each smooth group has a list of used verts and they are generated on demand so as to save memory. currentMaterialMeshMapping = {} # Used to store material indicies so we dont have to search the mesh for materials every time. # Every mesh has a null smooth group, this is used if there are no smooth groups in the OBJ file. # and when for faces where no smooth group is used. currentSmoothGroup = '(null)' # The Name of the current smooth group # For direct accsess to the Current Meshes, Current Smooth Groups- Used verts. # This is of course context based and changes on the fly. currentUsedVertListSmoothGroup = VERT_USED_LIST[:] # Set the initial '(null)' Smooth group, every mesh has one. currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup # 0:NMesh, 1:SmoothGroups[UsedVerts[0,0,0,0]], 2:materialMapping['matname':matIndexForThisNMesh] meshDict[currentObjectName] = (currentMesh, currentUsedVertList, currentMaterialMeshMapping) currentMesh.verts.append(vertList[0]) # So we can sync with OBJ indicies where 1 is the first item. if len(uvMapList) > 1: currentMesh.hasFaceUV(1) # Turn UV's on if we have ANY texture coords in this obj file. #==================================================================================# # Load all faces into objects, main loop # #==================================================================================# try: lIdx = 0 # Face and Object loading LOOP while lIdx < len(fileLines): l = fileLines[lIdx] # FACE if l[0] == 'f': # Make a face with the correct material. # Add material to mesh if contextMeshMatIdx == -1: tmpMatLs = currentMesh.materials if len(tmpMatLs) == MATLIMIT: contextMeshMatIdx = 0 # Use first material print 'material overflow, attempting to use > 16 materials. defaulting to first.' else: contextMeshMatIdx = len(tmpMatLs) currentMaterialMeshMapping[currentMat.name] = contextMeshMatIdx currentMesh.addMaterial(currentMat) # Set up vIdxLs : Verts # Set up vtIdxLs : UV # Start with a dummy objects so python accepts OBJs 1 is the first index. vIdxLs = [] vtIdxLs = [] fHasUV = len(uvMapList)-1 # Assume the face has a UV until it sho it dosent, if there are no UV coords then this will start as 0. for v in l[1:]: # OBJ files can have // or / to seperate vert/texVert/normal # this is a bit of a pain but we must deal with it. objVert = v.split('/') # Vert Index - OBJ supports negative index assignment (like python) vIdxLs.append(int(objVert[0])) if fHasUV: # UV if len(objVert) == 1: #vtIdxLs.append(int(objVert[0])) # replace with below. vtIdxLs.append(vIdxLs[-1]) # Sticky UV coords elif objVert[1]: # != '' # Its possible that theres no texture vert just he vert and normal eg 1//2 vtIdxLs.append(int(objVert[1])) # Seperate UV coords else: fHasUV = 0 # Dont add a UV to the face if its larger then the UV coord list # The OBJ file would have to be corrupt or badly written for thi to happen # but account for it anyway. if len(vtIdxLs) > 0: if vtIdxLs[-1] > len(uvMapList): fHasUV = 0 print 'badly written OBJ file, invalid references to UV Texture coordinates.' # Quads only, we could import quads using the method below but it polite to import a quad as a quad. if len(vIdxLs) == 4: ''' f = NMesh.Face() for i in quadList: # quadList == [0,1,2,3] if currentUsedVertListSmoothGroup[vIdxLs[i]] == 0: v = vertList[vIdxLs[i]] currentMesh.verts.append(v) f.append(v) currentUsedVertListSmoothGroup[vIdxLs[i]] = len(currentMesh.verts)-1 else: f.v.append(currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i]]]) ''' if currentUsedVertListSmoothGroup[vIdxLs[0]] == 0: faceQuadVList[0] = vertList[vIdxLs[0]] currentUsedVertListSmoothGroup[vIdxLs[0]] = len(currentMesh.verts) else: faceQuadVList[0] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[0]]] if currentUsedVertListSmoothGroup[vIdxLs[1]] == 0: faceQuadVList[1] = vertList[vIdxLs[1]] currentUsedVertListSmoothGroup[vIdxLs[1]] = len(currentMesh.verts)+1 else: faceQuadVList[1] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[1]]] if currentUsedVertListSmoothGroup[vIdxLs[2]] == 0: faceQuadVList[2] = vertList[vIdxLs[2]] currentUsedVertListSmoothGroup[vIdxLs[2]] = len(currentMesh.verts)+2 else: faceQuadVList[2] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[2]]] if currentUsedVertListSmoothGroup[vIdxLs[3]] == 0: faceQuadVList[3] = vertList[vIdxLs[3]] currentUsedVertListSmoothGroup[vIdxLs[3]] = len(currentMesh.verts)+3 else: faceQuadVList[3] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[3]]] currentMesh.verts.extend(faceQuadVList) f = NMesh.Face(faceQuadVList) # UV MAPPING if fHasUV: f.uv = [uvMapList[ vtIdxLs[0] ],uvMapList[ vtIdxLs[1] ],uvMapList[ vtIdxLs[2] ],uvMapList[ vtIdxLs[3] ]] if currentImg: f.image = currentImg else: f.mode &= TEX_OFF_FLAG f.mat = contextMeshMatIdx f.smooth = currentSmooth currentMesh.faces.append(f) # move the face onto the mesh elif len(vIdxLs) >= 3: # This handles tri's and fans for i in range(len(vIdxLs)-2): ''' f = NMesh.Face() for ii in [0, i+1, i+2]: if currentUsedVertListSmoothGroup[vIdxLs[ii]] == 0: v = vertList[vIdxLs[ii]] currentMesh.verts.append(v) f.append(v) currentUsedVertListSmoothGroup[vIdxLs[ii]] = len(currentMesh.verts)-1 else: f.v.append(currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[ii]]]) ''' if currentUsedVertListSmoothGroup[vIdxLs[0]] == 0: faceTriVList[0] = vertList[vIdxLs[0]] currentUsedVertListSmoothGroup[vIdxLs[0]] = len(currentMesh.verts) else: faceTriVList[0] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[0]]] if currentUsedVertListSmoothGroup[vIdxLs[i+1]] == 0: faceTriVList[1] = vertList[vIdxLs[i+1]] currentUsedVertListSmoothGroup[vIdxLs[i+1]] = len(currentMesh.verts)+1 else: faceTriVList[1] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i+1]]] if currentUsedVertListSmoothGroup[vIdxLs[i+2]] == 0: faceTriVList[2] = vertList[vIdxLs[i+2]] currentUsedVertListSmoothGroup[vIdxLs[i+2]] = len(currentMesh.verts)+2 else: faceTriVList[2] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i+2]]] currentMesh.verts.extend(faceTriVList) f = NMesh.Face(faceTriVList) # UV MAPPING if fHasUV: f.uv = [uvMapList[vtIdxLs[0]], uvMapList[vtIdxLs[i+1]], uvMapList[vtIdxLs[i+2]]] if currentImg: f.image = currentImg else: f.mode &= TEX_OFF_FLAG f.mat = contextMeshMatIdx f.smooth = currentSmooth currentMesh.faces.append(f) # move the face onto the mesh # FACE SMOOTHING elif l[0] == 's': # No value? then turn on. if len(l) == 1: currentSmooth = True currentSmoothGroup = '(null)' try: currentUsedVertListSmoothGroup = currentUsedVertList[currentSmoothGroup] except KeyError: currentUsedVertListSmoothGroup = VERT_USED_LIST[:] currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup else: if l[1] == 'off': currentSmooth = False currentSmoothGroup = '(null)' # We all have a null group so dont need to try currentUsedVertListSmoothGroup = currentUsedVertList['(null)'] else: currentSmooth = True currentSmoothGroup = '_'.join(l[1:]) # OBJECT / GROUP elif l[0] == 'o' or l[0] == 'g': # Forget about the current image currentImg = None # This makes sure that if an object and a group have the same name then # they are not put into the same object. # Only make a new group.object name if the verts in the existing object have been used, this is obscure # but some files face groups seperating verts and faces which results in silly things. (no groups have names.) if len(l) > 1: currentObjectName = '_'.join(l[1:]) else: # No name given # Make a new empty name if l[0] == 'g': # Make a blank group name currentObjectName = 'unnamed_grp_%d' % currentUnnamedGroupIdx currentUnnamedGroupIdx +=1 else: # is an object. currentObjectName = 'unnamed_ob_%d' % currentUnnamedObjectIdx currentUnnamedObjectIdx +=1 # If we havnt written to this mesh before then do so. # if we have then we'll just keep appending to it, this is required for soem files. # If we are new, or we are not yet in the list of added meshes # then make us new mesh. if len(l) == 1 or currentObjectName not in meshDict.keys(): currentMesh = NMesh.GetRaw() currentUsedVertList = {} # Sg is a string currentSmoothGroup = '(null)' currentUsedVertListSmoothGroup = VERT_USED_LIST[:] currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup currentMaterialMeshMapping = {} meshDict[currentObjectName] = (currentMesh, currentUsedVertList, currentMaterialMeshMapping) currentMesh.hasFaceUV(1) currentMesh.verts.append( vertList[0] ) contextMeshMatIdx = -1 else: # Since we have this in Blender then we will check if the current Mesh has the material. # set the contextMeshMatIdx to the meshs index but only if we have it. currentMesh, currentUsedVertList, currentMaterialMeshMapping = meshDict[currentObjectName] #getMeshMaterialIndex(currentMesh, currentMat) try: contextMeshMatIdx = currentMaterialMeshMapping[currentMat.name] #getMeshMaterialIndex(currentMesh, currentMat) except KeyError: contextMeshMatIdx -1 # For new meshes switch smoothing groups to null currentSmoothGroup = '(null)' currentUsedVertListSmoothGroup = currentUsedVertList[currentSmoothGroup] # MATERIAL elif l[0] == 'usemtl': if len(l) == 1 or l[1] == NULL_MAT: currentMat = nullMat # We know we have a null mat. else: currentMat = materialDict['_'.join(l[1:])] try: contextMeshMatIdx = currentMaterialMeshMapping[currentMat.name] except KeyError: contextMeshMatIdx = -1 #getMeshMaterialIndex(currentMesh, currentMat) # IMAGE elif l[0] == 'usemat' or l[0] == 'usemap': if len(l) == 1 or l[1] == '(null)' or l[1] == 'off': currentImg = None else: # Load an image. newImgName = stripPath(' '.join(l[1:])) # Use space since its a file name. try: # Assume its alredy set in the dict (may or maynot be loaded) currentImg = imageDict[newImgName] except KeyError: # Not in dict, add for first time. # Image has not been added, Try and load the image currentImg = getImg(newImgName, DIR) # Use join in case of spaces imageDict[newImgName] = currentImg # These may be None, thats okay. # MATERIAL FILE elif l[0] == 'mtllib': mtl_fileName = ' '.join(l[1:]) # SHOULD SUPPORT MULTIPLE MTL? lIdx+=1 # Applies material properties to materials alredy on the mesh as well as Textures. if mtl_fileName: load_mtl(DIR, mtl_fileName, meshDict, materialDict) importedObjects = [] for mk in meshDict.keys(): meshDict[mk][0].verts.pop(0) # Ignore no vert meshes. if not meshDict[mk][0].verts: continue name = getUniqueName(mk) ob = NMesh.PutRaw(meshDict[mk][0], name) ob.name = name importedObjects.append(ob) # Select all imported objects. for ob in importedObjects: ob.sel = 1 print "obj import time: ", sys.time() - time1 except: print Draw.PupMenu(ABORT_MENU) return def load_obj_callback(file): # Try/Fails should realy account for these, but if somthing realy bad happens then Popup error. try: load_obj(file) except: print Draw.PupMenu(ABORT_MENU) Window.FileSelector(load_obj_callback, 'Import Wavefront OBJ') # For testing compatibility ''' TIME = sys.time() import os for obj in os.listdir('/obj/'): if obj.lower().endswith('obj'): print obj newScn = Scene.New(obj) newScn.makeCurrent() load_obj('/obj/' + obj) print "TOTAL IMPORT TIME: ", sys.time() - TIME ''' #load_obj('/obj/foot_bones.obj') #load_obj('/obj/mba1.obj') #load_obj('/obj/PixZSphere50.OBJ') #load_obj('/obj/obj_test/LHand.obj')