3d Max Texture burn? 2004-02-26 - By Geordie Moffatt
Back Stupid Exporter (whinge whinge), I'm thinking of writing an X3D importer for Director. X3D is sort of the next version of VRML using XML formatting. There is an exporter for Max, it will be easy to load because its XML, and the format can hold more info about a mesh then W3D. I wouldn't export a whole scene, just the objects that the vertex ordering is crucial.... for morphing etc.
http://www.web3d.org/x3d/spec/index.html The site is under redevelopment so the info is a bit all aover the place.
-- -- Original Message -- -- From: "Neto" <neto@(protected)> To: <dir3d-l@(protected)> Sent: Friday, February 27, 2004 10:41 AM Subject: Re: [Dir3d-l] 3d Max Texture burn?
> As Barry mentioned, there is a small problem with this approach: export the > model again and the texturecoordinatelist/vertexlist will have a totally > different order, and sometimes even a different amount of entries. That > makes it impossible to play copy the UVs from a model to another. > > You'll need to do some lingo work to re-order the texturecoordinatelist from > a model so it'll match the other model. That can be done by checking which > faces have their vertices in the exact same position in both models, and > generate a new texture coordinate list in the proper order. Such operation > can take some time, so it's a good idea to store the resulting coordlist > somewhere (parent scripts, field members, or in the .userData property of a > 3D member), so you can plain load it. > > You'll also need to "split" the UVs in the destination model, to ensure > there are enough entries in the list to accomodate all the UVs from the > source model. > > -- -- Original Message -- -- > From: "Geordie Moffatt" <geordiemoffatt@(protected)> > To: <dir3d-l@(protected)> > Sent: Thursday, February 26, 2004 9:06 PM > Subject: Re: [Dir3d-l] 3d Max Texture burn? > > > > Has anyone tried to export a model from Max with UVs on multiple mapping > > channels? This would be an easy way of getting different UVs for the > > texture and the shadow map into Director. If not, you could always: > > > > - Duplicate the model, then > > - give it a plain white material, then > > - bake it's texutre, then > > - export the origional model and the shadow mapped model to Director, then > > - rip off the texture coordiates and textures from the shadow mapped model > > and apply them to the normal model. > > > > GM > > > > -- -- Original Message -- -- > > From: "Neto" <neto@(protected)> > > To: <dir3d-l@(protected)> > > Sent: Friday, February 27, 2004 7:02 AM > > Subject: Re: [Dir3d-l] 3d Max Texture burn? > > > > > > > > Then you rebuild in lingo at runtime (or save out using > > > > filesavemode, although personally I've never got that > > > > to work but not really spent long trying). It's all > > > > pre-processing so no big deal. > > > > > > > > Barry > > > > > > Filesavemode, unfortunally, won't save texturecoordinatelist changes :/ > > > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ > > > Dir3d-l mailing list > > > Dir3d-l@(protected) > > > http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l > > > > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ > > Dir3d-l mailing list > > Dir3d-l@(protected) > > http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l > > > > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ > Dir3d-l mailing list > Dir3d-l@(protected) > http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
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