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7How do I import objects from my 3D app.docx

1、7How do I import objects from my 3D appHow do I import objects from my 3D app?Unity supports importing from most popular 3D applications. Choose the one youre working with below: Maya Cinema 4D 3ds Max Cheetah3D Modo Lightwave BlenderOther applicationsUnity can read .FBX, .dae, .3DS, .dxf and .obj f

2、iles, so if your program can export to this format youre home free. FBX exporters for popular 3D packages can be found here. Many packages also have a Collada exporter available. Hints Store textures in a folder called Textures next to the exported mesh. This will guarantee that Unity will always be

3、 able to find the Texture and automatically connect the Texture to the Material. For more information, see the Textures reference. Importing Objects From MayaUnity natively imports Maya files. To get started, simply place your .mb or .ma file in your projects Assets folder. When you switch back into

4、 Unity, the scene is imported automatically and will show up in the Project view. To see your model in Unity, simply drag it from the Project View into the Scene View or Hierarchy View. Unity currently imports from Maya1. All nodes with position, rotation and scale. Pivot points and Names are also i

5、mported. 2. Meshes with vertex colors, normals and up to 2 UV sets. 3. Materials with Texture and diffuse color. Multiple materials per mesh. 4. Animations FK & IK 5. Bone-based animations Unity does not import blend shapes. Use Bone-based animations instead. Unity automatically triangulates polygon

6、al meshes when importing, thus there is no need to do this manually in Maya. If you are using IK to animate characters you have to select the imported .mb file in Project View and choose Bake IK & Simulation in the Import Settings dialog in the Inspector. RequirementsIn order to import Maya .mb and

7、.ma files, you need to have Maya installed on the machine you are using Unity to import the .mb/.ma file. Maya 8.0 and up is supported. If you dont have Maya installed on your machine but want to import a Maya file from another machine, you can export to the fbx format, which Unity imports natively.

8、 To do this: 1. Open the Maya file 2. If you dont have the fbx plugin already installed, download it from Autodesk website. 3. Place the exported fbx file in the Unity project folder. Unity will now automatically import the fbx file. Behind the import process (Advanced)When Unity imports a Maya file

9、 it will launch Maya in the background. Unity then communicates with Maya to convert the .mb file into a format Unity can read. The first time you import a Maya file in Unity, Maya has to launch in a command line process, this can take around 20 seconds, but subsequent imports will be very quick. Tr

10、oubleshooting Maya in some rare cases messes up the node history, which sometimes results in models not exporting correctly. Fortunately you can very easily fix this by selecting Edit-Delete All by Type-History. If you have any issues with importing some models, ensure that you have the latest FBX p

11、lugin installed. It can be downloaded from Autodesk website. Animation baking in Maya is now done with FBX instead of natively, which allows for more complex animations to be baked properly to FBX format. If you are using driven keys, then make sure to set at least one key on your drivers for the an

12、imation to bake properly Importing Objects From Cinema 4DUnity natively imports Cinema 4D files. To get started, simply place your .c4d file in your projects Assets folder. When you switch back into Unity, the scene is imported automatically and will show up in the Project View. To see your model in

13、 Unity, simply drag it from the Project View into the Scene View. If you modify your .c4d file, Unity will automatically update whenever you save. Unity currently imports1. All objects with position, rotation and scale. Pivot points and Names are also imported. 2. Meshes with UVs and normals. 3. Mat

14、erials with Texture and diffuse color. Multiple materials per mesh. 4. Animations FK (IK needs to be manually baked). 5. Bone-based animations. Unity does not import Point Level Animations (PLA) at the moment. Use Bone-based animations instead. Animated Characters using IKIf you are using IK to anim

15、ate your characters in Cinema 4D, you have to bake the IK before exporting using the Plugins-Mocca-Cappucino menu. If you dont bake your IK prior to importing into Unity, you will most likely only get animated locators but no animated bones. Requirements You need to have at least Cinema 4D version 8

16、.5 installed to import .c4d files. If you dont have Cinema 4D installed on your machine but want to import a Cinema 4D file from another machine, you can export to the FBX format, which Unity imports natively: 1. Open the Cinema 4D file 2. In Cinema 4D choose File-Export-FBX 6.0 3. Place the exporte

17、d fbx file in the Unity projects Assets folder. Unity will now automatically import the fbx file. Hints1. To maximize import speed when importing Cinema 4D files: go to the Cinema 4D preferences (Edit-Preferences) and select the FBX 6.0 preferences. Now uncheck Embed Textures. Behind the import proc

18、ess (Advanced)When Unity imports a Cinema 4D file it will automatically install a Cinema 4D plugin and launch Cinema 4D in the background. Unity then communicates with Cinema 4D to convert the .c4d file into a format Unity can read. The first time you import a .c4d file and Cinema 4D is not open yet

19、 it will take a short while to launch it but afterwards importing .c4d files will be very quick. Cinema 4D 10 supportWhen importing .c4d files directly, Unity behind the scenes lets Cinema 4D convert its files to FBX. When Maxon shipped Cinema 4D 10.0, the FBX exporter was severly broken. With Cinem

20、a 4D 10.1 a lot of the issues have been fixed. Thus we strongly recommend everyone using Cinema 4D 10 to upgrade to 10.1. Now there are still some issues left in Maxons FBX exporter. It seems that currently there is no reliable way of exporting animated characters that use the Joints introduced in C

21、inema 4D 10. However the old bone system available in 9.6 exports perfectly fine. Thus when creating animated characters it is critical that you use the old bone system instead of joints. Importing Objects From 3D Studio MaxIf you make your 3D objects in 3dsMax, you can save your .max files directly

22、 into your Project or export them into Unity using the Autodesk .FBX format. Saving them in the original .max format is recommended. Unity currently imports from 3ds Max1. All nodes with position, rotation and scale. Pivot points and Names are also imported. 2. Meshes with vertex colors, normals and

23、 one or two UV sets. 3. Materials with diffuse texture and color. Multiple materials per mesh. 4. Animations. 5. Bone based animations. To manually export to FBX from 3DS Max1. Download the latest fbx exporter from Autodesk website and install it. 2. Export your scene (File-Export or File-Export Sel

24、ected) in .fbx format. Using default export options should be okay. 3. Move the exported fbx file into your Unity project folder. 4. When you switch back into Unity, the .fbx file is imported automatically. 5. Drag the file from the Project View into the Scene View. Exporter optionsUsing default FBX

25、 exporter options (that basically export everything) should be okay in all cases. Default FBX exporter options (for fbx plugin version 2009.3) Exporting Bone-based AnimationsThere is a procedure you should follow when you want to export bone-based animations: 1. Set up the bone structure as you plea

26、se. 2. Create the animations you want, using FK and/or IK 3. Select all bones and/or IK solvers 4. Go to Motion-Trajectories and press Collapse. Unity makes a key filter, so the amount of keys you export is irrelevant 5. Export or Export selected as newest FBX format 6. Drop the FBX file into Assets

27、 as usual 7. In Unity you must reassign the Texture to the Material in the root bone 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 wi

28、ll place a GameObject as the new root, containing the animations, and will place the mesh and material information in the root bone. 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

29、hierarchy. Exporting Two UV Sets for Lightmapping3ds 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 textur

30、e 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: Material setup for Lightmapping in 3d

31、s Max, using self-illumination map Note that if object uses a Shell material type, then current Autodesks FBX exporter will not export UVs correctly. 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 sl

32、ots, 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. Alternate Material setup for Lightmapping in 3ds Max, using multi/sub object material TroubleshootingIf you have any issues with importing some models: ensure that you have the latest FBX plugin installed. It can be downloaded Autodesk website. Importing Objects Fr

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