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PMX to OBJ Converter

A targeted conversion tool for 3D artists and game developers to translate PMX models into OBJ format, enabling compatibility with common engines and asset pipelines.

\nPMX to OBJ Converter Icon\nAbstract bold icon representing 3D model format conversion between PMX and OBJ\n\n\n\n\n\n\n

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About This Tool

This tool converts 3D models from PMX to OBJ, preserving essential geometry, normals, UVs, and material references where supported. Target users include 3D artists, game developers, and asset pipelines that require compatibility with engines and tools that do not read PMX files. The converter accepts a PMX file, analyzes its topologies, and outputs an OBJ mesh set alongside an MTL material library. It is designed for batch processing in production workflows and for interoperability between modeling suites such as PMX editors and engines like Unity or Unreal.
Core operation reads the PMX binary format, extracts vertex data, face indices, UVs, vertex colors (when present), bone-related attributes (note: OBJ cannot encode bones; data is exported but bones are omitted or mapped to placeholder groups), and texture references. It writes OBJ sections for vertices, texture coordinates, normals, and faces, and generates an MTL file that mirrors material definitions and texture filenames. Optional scaling aligns model units to meters, while a flip-winding option addresses coordinate system differences. Textures are copied or linked when already accessible; unresolved textures are reported via a structured output, not a user dialog.
Key differentiators include robust loss-minimization of geometry, explicit handling of texture coordinates and materials, and predictable output suitable for automated pipelines. The tool reports export statistics, validates reference integrity, and flags unsupported PMX features with clear error codes. Common use cases include exporting characters or props for game engines, archiving PMX libraries, or converting assets for cross-tool collaboration. Limitations include lost bone hierarchies and morphs that do not map directly to OBJ, which should be processed in a separate pipeline stage if required.

How to Use

1. Provide inputs: select the PMX source file and specify OBJ as the target format. 2. Configure optional parameters: set a scale factor, enable/disable texture export, and choose coordinate handling options. 3. Run conversion: initiate processing to generate OBJ and MTL files. 4. Retrieve outputs: download or access the OBJ, MTL, and any copied textures; review the export summary. 5. Validate in engine: import the OBJ/MTL pair into the target software and verify geometry and materials. 6. Adjust if needed: correct texture paths or scale, re-run with updated options. 7. Archive: store the converted assets in the production repository.

FAQs/Additional Resources

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What formats are produced?

How are bones and morphs handled?

What about textures?

Can I adjust units during conversion?

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CEO of Company

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John Doe

John Doe

CEO of Company

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John Doe

John Doe

CEO of Company

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John Doe

John Doe

CEO of Company

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

John Doe

John Doe

CEO of Company

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

John Doe

John Doe

CEO of Company

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

John Doe

John Doe

CEO of Company

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