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Summary
This tutorial provides a quick summary on the model export process from 3D Studio Max versions 6 or 7 to Anark. This tutorial only covers the model data translation. The steps here provide a simple workflow for correcting common export problems with such as scale, orientation, flipped normals and smoothing issues.
Other online tutorials will also provide more details into the preparing supporting data for export such as materials, images, baked lighting, etc..
Prerequisites:
� 3D Model optimized for real-time playback
� Materials have been prepped and images have been assigned to proper channels
There are no supplemental or example files to download.
Category
Tutorials
Author
Eric
Difficulty
Beginner
Time to Complete
15 MIN
This tutorial will step through all the proceedures to collapse and prepare a polygon mesh for using in Anark Studio. There are several main concepts to export a model for real-time rendering: ensuring scale, culling, and Xforms are all correct.
Save a copy
For best practices, it is best to export your model from a separate file than your working file as the export process does alter your model data slightly.
Choose Save As� from the File menu save a copy of your project to a new file.
In your viewport configuration, make sure 揊orce 2-sided� is turned off.
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Ensuring proper scale
Decide on a scale to use for your model and scene
Depending on your playback requirements, you may need to adjust the scale of your model to fit within a certain volume in the 3D world to render and use optimally in Anark Studio. The following step provides a guideline to scale a model suitable for a product demonstration or general-multimedia demonstration of your model. If you quire real-world representation with 1:1 unit scale, skip steps 3 and 4.
Go to the Units Setup... in the Customize menu.
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It is best to export your model using 揋eneral Units.� Not choosing 揋eneral Units� is not mandatory for the export process, however this tutorial will give certain ins***ction in these units.
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Create a sphere at 0, 0, 0 (X, Y, Z) with a radius of 300. This represents a good viewing volume of a standard Anark presentation.
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Select everything you intend to export excluding the newly created sphere.
Move and scale down the selected model in proportionally to fit within this sphere. It is not important that the model completely fit within the sphere, it is only a guideline size.
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Delete the sphere.
Managing Pivot Points
If you don抰 have them showing, turn on the Grid display in the viewports.
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If you look at the 揊ront� viewport, this is the orientation that your model will appear in your Anark presentation梚f you are using default cameras and have not moved them from their default locations. Rotate and reposition your model if desired to re-orient your model to the Front viewport.
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With your model still selected, go to the Hierarchy Tab and select Affect Pivot Only.
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Select Center to Object. We will later re-adjust pivots for object that may have special needs for animation like a door hinge etc.
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Select Align to World.
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Select Reset: Transform and Reset Scale.
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Now to adjust pivots for object that may need special orientation.
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For this model of the shaver, the beard trimmer will animate up in the presentation, so the pivot point will need to be re-positioned to the edge of the model.
Select the individual model that you wish to adjust its pivot and move/rotate the pivot point to the desired location.
Name any important meshes in your file that you wish to remember and aide finding them in Anark Studio.
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Managing Faces and culling
Now that the model is adjusted in orientation and scale to Anark抯 rendering environment, it抯 time to ensure that all the topology and faces are correct for real-time deployment and rendering.
Select all the models in the scene.
Go to the model 揚roperties� (Right-click).
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Turn ON Backface Culling.
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Close the Properties dialog.
Go to the Utilities Panel, Select the Reset Xform function to engage it and perform the 揜eset Selected� on all the models.
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Depending on how the model was built, the model may now appear 搃nside-out� or faces may appear missing.
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This is because the vertices, when built were oriented in a Clockwise manner. 3ds max does a good job at compensating for models that are badly formed, however real-time rendering isn抰 quite as forgiving. You must now flip the normals on any meshes that appear 搃nside out�. In this case it appears that the front is now 搈issing�
Locate and select the model(s) whose faces are flipped.
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Apply a � Normal� Modifier to the model. Toggle the 揊lip� box until you get the desired results.
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Repeat this for any other meshes that looks inside-out.
Sometimes the Reset Xform may remove some smoothing on your model. If it does, select any mesh that need adjustment and apply a Smooth Modifier to the mesh. Then turn on Auto Smooth and adjust the Threshold angle to produce smooth surfaces and crisp edges where needed.
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Final Conversion and Export
Select all the models in your scene, right click on the selection and Convert to a Editble Mesh. This essentially 揅ollapses the Stack� and turns the geometry into raw polygons.
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Go to the File Menu and select 揈xport厰
From the 揝ave as Type� pulldown menu. Select 揂nark Exchange .AMX�. If you do not have this file type, refer to the Anark Studio User manual on installing the AMX export plugin for 3DS MAX.
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Type a name for the model and his Save.
Your model is now Exported. It抯 time to get it into Anark.
From Anark Studio, Select 揑mport Resource� from the File Menu.
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Browse to your model and import the model The model is now listed in the Library Palette
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Click and drag your model onto the desired layer in the Timeline palette.
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The model will now be a good useable scale in the presentation window.
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