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  • 从3D Studio Max导入物体 Importing Objects From 3D Studio Max

    原地址:http://game.ceeger.com/Manual/HOWTO-ImportObjectMax.html

    If you make your 3D objects in 3dsMax, you can save your .max files directly into your Project or export them into Unity using the Autodesk .FBXformat. Saving them in the original .max format is recommended.

    如果你是在3D软件中制作的物体那么你可以直接保存为.max格式放到你的工程目录下或者使用Autodesk .FBX格式导入到Unity中。推荐使用.max格式。

    Unity currently imports from 3ds Max 
    能够从 3ds Max导入unity的资源

    1. All nodes with position, rotation and scale. Pivot points and Names are also imported. 
      所有节点的位移,旋转,缩放,轴心和命名都将导入
    2. Meshes with vertex colors, normals and one or two UV sets
      网格模型包含顶点颜色,法线,一到两个uv集。
    3. Materials with diffuse texture and color. Multiple materials per mesh. 
      材质包含贴图以及漫反射颜色,以及单个网格的多维材质。
    4. Animations. 
      动画 。
    5. Bone based animations
      基于骨骼动画

    To manually export to FBX from 3DS Max
    从3DS MAX手动导出FBX格式资源到Unity

    1. Download the latest fbx exporter from Autodesk website and install it. 
      Autodesk官网下载最新版本的fbx导出插件并安装。
    2. Export your scene (File->Export or File->Export Selected) in .fbx format. Using default export options should be okay. 
      使用.fbx格式导出你的场景 (File->Export or File->Export Selected) ,使用默认的导出设置就可以。
    3. Move the exported fbx file into your Unity project folder. 
      将导出的fbx文件放置到你的工程目录资源文件夹下。
    4. When you switch back into Unity, the .fbx file is imported automatically. 
      当你切换会Unity程序时.fbx文件会自动导入到Unity中。
    5. Drag the file from the Project View into the Scene View. 
      从工程面板将.fbx.文件拖拽到场景中。

    Exporter options 导出选项

    Using default FBX exporter options (that basically export everything) should be okay in all cases.

    使用默认的FBX导出设置(基本上导出一切)是一个不错的选择。

    Default FBX exporter options (for fbx plugin version 2009.3)

    默认FBX导出设置(2009.3版本FBX插件)

    Exporting Bone-based Animations 导出基本骨骼动画

    There is a procedure you should follow when you want to export bone-based animations:

    下面我们就试着一步一步的学习导出基本骨骼动画:

    1. Set up the bone structure as you please. 
      按照你的需求设置骨骼结构。
    2. Create the animations you want, using FK and/or IK 
      根据需要使用正向动力学或者反向动力学创建骨骼动画
    3. Select all bones and/or IK solvers 
      选择所有的骨骼和IK解算器。
    4. Go to Motion->Trajectories and press Collapse. Unity makes a key filter, so the amount of keys you export is irrelevant 
      转到Motion(运动)->Trajectories(轨迹)面板下执行Collapse(塌陷)。Unity会自动过滤关键帧,因此导出逐帧动画也没有关系。
    5. "Export" or "Export selected" as newest FBX format 
      使用刚刚安装的FBX插件导出全部场景或者选择物体为fbx格式。
    6. Drop the FBX file into Assets as usual 
      将导出的FBX文件放置到资源文件夹下。
    7. In Unity you must reassign the Texture to the Material in the root bone 
      返回Unity你必须在根骨骼中从新指定材质中的贴图资源。

    When exporting a bone hierarchy with mesh and animations from 3ds Max to Unity, the GameObject hierarchy produced will correspond to the hierarchy you can see in "Schematic view" in 3ds Max. One difference is Unity will place a GameObject as the new root, containing the animations, and will place the mesh and material information in the root bone.

    当从3dsmax导出带有骨骼层级和动画的网格物体到Unity时,游戏物体的层级顺序会和你在3ds max大纲视图中看到的一样,唯一的不同就是unity会将游戏物体,骨骼以及动画,网格和材质信息放置到一个新的跟根层级下面。

    If you prefer to have animation and mesh information in the same Unity GameObject, go to the Hierarchy view in 3ds Max, and parent the mesh node to a bone in the bone hierarchy.

    如果你希望在unity中保持在3dsmax大纲视图中所看到的那样的层级关系,可以将你的网格物体(模型)作为根骨骼的子物体。

    Exporting Two UV Sets for Lightmapping 导出2个UV集用于光照贴图

    3ds Max' Render To Texture and automatic unwrapping functionality can be used to create lightmaps. Note that Unity has built-in lightmapper, but you might prefer using 3dsmax if that fits your workflow better. Usually one UV set is used for main texture and/or normal maps, and another UV set is used for the lightmap texture. For both UV sets to come through properly, the material in 3ds Max has to be Standard and both Diffuse (for main texture) and Self-Illumination (for lightmap) map slots have to be set up:

    3ds Max的渲染到纹理和自动展开UV功能能用来创建光照贴图。注意Unity内置光照贴图工具,但是在你的工作流程中也许你觉得3dsmax更适合你。通常一个UV集用来定位主要的颜色贴图,或者法线贴图,另一个UV集用来定位光照贴图。

    Material setup for Lightmapping in 3ds Max, using self-illumination map

    材质设置:光照贴图指定到自发光通道

    Note that if object uses a Shell material type, then current Autodesk's FBX exporter will not export UVs correctly.

    注意如果物体用了壳材质,那么使用Autodesk的FBX插件将无法正确的导出UVs。

    Alternatively, you can use Multi/Sub Object material type and setup two sub-materials, using the main texture and the lightmap in their diffuse map slots, like shown below. However, if faces in your model use different sub-material IDs, this will result in multiple materials being imported, which is not optimal for performance.

    作为选择,你可以使用多维子材质,就像下图这样使用两个子材质,分别在两个不同的贴图通道中指定漫反射贴图和光照贴图。如果你的模型面上使用了多个材质ID那么导出时会生成多个材质球。不过这样的做法从优化角度来说十分消耗性能。

    Alternate Material setup for Lightmapping in 3ds Max, using multi/sub object material

    3ds Max中使用多维子材质来设置光照贴图。

    Troubleshooting 故障排除

    If you have any issues with importing some models: ensure that you have the latest FBX plugin installed. It can be downloaded Autodesk website.

    如果你在导出模型的时候遇到一些小问题: 确保你的系统中安装了最新版本的FBX插件。你可以在Autodesk的官网下载FBX插件。

    页面最后更新:2010-09-16

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  • 原文地址:https://www.cnblogs.com/123ing/p/3816207.html
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