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This is a quick guide for importing 3D models into Quest3D. The preferred format for Quest3D is the .x (DirectX) file format. The benefit of the DirectX object format is that there are exporters available for 3D Studio MAX, maya, softimage and Lightwave 3D. Another benefit of this format is that it can contain motions, vertex colors and skinning data. Please note that the exporter must support these feutures if you want to export them. In this tutorial we will use the X exporter for 3D Studio MAX to import a model.
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Recently, Microsoft released a new exporter for 3D Studio MAX. We improved this exporter so it is more stable. This exporter is available for 3D Studio MAX 4.2, 5.0 and 6.0.
Issues with the previous versions of the exporter have been resolved:
Exports normals correctly
Fixed several crash bugs
Swaps the Y and Z axis
Texture coordinates are exported correctly
MAX uses a coordinate system where the Y and Z axes are swapped in comparison to Quest3D. The new exporter swaps these axes so you can import the model directly into Quest3D without the need for swapping axes. The new exporter is included with version 2.1a of Quest3D.
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Exporting from MAX
Start 3D studio MAX and create a t***s (since you are exporting from 3D Studio MAX, I assume you know how to do this). select "Export..." from the "File" menu and save the object as "T***s.x". A dialog pops up with exporter options. select the "Binary" option for the X file data format and press "Go!". You now have exported your model.
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Importing into Quest3D
Quit MAX and start Quest3D. select "Import..." from the file menu. select the "T***s.x" file and requester will pop up that requests a pool name. The pool name is the name for the storage space where the object will be stored in Quest3D. Just press ok to store the object using the default pool name.
Next, an import options dialog pops up that allows you to load the .x file as one single object, multiple objects or a single skinned mesh. In this case leave this option at "Single object".
Make sure all options are unchecked except the first option. This option makes sure the names of surfaces and objects are imported correctly. The new exporter does not require you to flip the Z and Y axis anymore so you can leave this option unchecked. If you are using Maya for this tutorial, you can check the "Flip X Axis" option.
The last option allows you to override the texture paths that are stored in the model. If you enable this option, you can place all your textures in the same folder as the .x file.
Press "Ok" to import the model.
After pressing ok, a new group was created that has the pool name you specified earlier (t***s.x). Click on "t***s.x" in the group list to make sure the imported group is visible in the channel graph. Drag a "Quickstart/ObjectInspection" template to the channel graph and drag a link from the "DX8 3D Object" channel to the "DX8 3D Render" channel.
Select the "Start 3D Scene" channel and press the right mouse button. From the context menu, select "Set as start channel". In the Animation window at the bottom right you can now see your object. Enable***n mode to inspect the object. Use your scroll wheel to zoom in or out on the object and use the left mouse button to orbit around the object.
译文:
这是针对输入 3D立体模型进 Quest3D 之内的快导引。 为 Quest3D 的优先格式是那。x(DirectX) 申请格式。 DirectX 的利益反对格式是有 3D立体工作场所最大,玛雅人, SoftImage 和 Lightwave 3D立体可用的输出者。 这一个格式的另一种利益是,它能包含运动,顶点颜色而且剥皮数据。 请注意,如果你想要输出他们,输出者一定支援这些 feutures 。 在这个别指导中我们将会使用 X 输出者作为 3D立体工作场所最大输入一个模型。
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最近,微软为 3D立体工作场所最大发表了一个新的输出者。 我们改良了这一个输出者,如此它是更稳定的。 这一个输出者可用来 3D立体工作场所最大 4.2,5.0 和 6.0.
和输出者的早先版本的议题已经被决定:
正确地输出常态
修理一些坠毁的疯狂
交换 Y 和 Z 轴
质地坐标被正确地输出
最大使用一个同等的 Y 和 Z 轴在比较中被交换到 Quest3D 的系统。 新的输出者交换这些轴,如此你能进入没有对交换轴的需要 Quest3D 之内直接地输入模型。 新的输出者和 2.1 版包含在一起一 Quest3D。
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从最大输出
开始 3D立体工作场所最大而且产生一个花托。 ( 因为你正在输出从 3D立体工作场所最大 , 我承担你知道如何到做这) 选择 "输出。。。" 从 " 文件 " 菜单和救援如 " T***s.x" 的物体. 会话以输出者选项出现。 为 X 文件数据格式选择 " 二进位的 " 选项,而且杂志报纸去!。 你现在已经输出你的模型。
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进入 Quest3D 之内输入
摆脱最大和开始 Quest3D。 选择 "输入。。。"从文件菜单。 选择 " T***s.x" 为文件,而且请求者将会出现那请求一个池名字。 池名字是储藏物体将会被储存在 Quest3D 的空间名字。 仅仅压 ok 储存使用假设值池名字的物体。
下一个, 进口货选项会话取出在那允许你装载上面那。如一个单一物体,多样的物体或一个独身者的 x 文件剥皮了网孔。 在这情况离开这选项在 " 选出物体".
确定所有的选项是未加抑制的除了第一选项以外。 这选项确定表面的名字,而且物体被正确地输入。 新的输出者不需要你不再用指头弹 Z 和 Y 轴,如此你能让这选项未加抑制的。 如果你正在使用玛雅人作为这个别指导,你能检查 "香甜烫酒 X 轴"选项。
最后选项允许你弃绝被储存在模型中的质地路径。 如果你使这选项能够, 你能放置你所有的质地在那相同的文件夹当做那。x 申请。
" 好 " 压输入模型。
在压迫 ok 之后,一个新的团体被产生那有你早地 (t***s.x) 指定的池名字. 团体的在 " t***s.x" 上的点击列出确定,被输入的团体是看得见的在频道曲线图中。 拖拉 " Quickstart/ObjectInspection" 型板到频道曲线图而且拖拉一个联编从 " DX83D立体物体 " 频道到那 " DX83D立体提出 " 频道。
选择 "开始 3D立体现场" 频道而且按适当的老鼠按钮。 从上下文菜单, 选择 " 如开始的组频道". 在底部的权利动画窗户中你现在能见到你的物体。 准许跑模态检查物体。 使用你的卷桥轮子突然扩大在或在物体上的外而且使用左边的老鼠钮扣在物体的周围绕轨道而行
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