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@ -36,7 +36,7 @@ Image Search
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This enables a recursive file search if an image file can't be found.
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This enables a recursive file search if an image file can't be found.
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Read Keyframe
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Read Keyframe
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Reads the keyframe tracks from a 3ds file and transforms the objects to the data wich was found.
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Reads the keyframe tracks from a 3ds file and transforms the objects to the data which was found.
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Usually only one frame is found in static scenes, it will be imported to the timeline.
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Usually only one frame is found in static scenes, it will be imported to the timeline.
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If the 3ds scene is animated, the complete animation will be imported to the timeline.
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If the 3ds scene is animated, the complete animation will be imported to the timeline.
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@ -60,7 +60,7 @@ Apply Transform
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World Space
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World Space
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Use world matrix instead of local matrix to transform the objects.
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Use world matrix instead of local matrix to transform the objects.
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This is useful for older 3ds files from 3D Studio DOS wich only used world space to transform the objects.
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This is useful for older 3ds files from 3D Studio DOS which only used world space to transform the objects.
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It is also useful if the object was exported without apply transform.
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It is also useful if the object was exported without apply transform.
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@ -74,8 +74,8 @@ Selection Only
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When checked, only selected objects are exported. Otherwise export all objects in the scene.
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When checked, only selected objects are exported. Otherwise export all objects in the scene.
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Write Keyframe
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Write Keyframe
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Writes the keyframe section of a 3ds file and exportes the animation if an action was found.
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Writes the keyframe section of a 3ds file and exporters the animation if an action was found.
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The animation can be imported the same, uncheck if any importer crashes,
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The animation can be imported the same, un-check if any importer crashes,
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not every application can handle the keyframe section.
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not every application can handle the keyframe section.
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Transform
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Transform
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@ -92,11 +92,11 @@ Forward / Up
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Materials
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Materials
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=========
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=========
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Materials in 3ds are defined in various color and percent chunks wich can include
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Materials in 3ds are defined in various color and percent chunks which can include
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either integer percent and 24bit color values or float color and percent values,
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either integer percent and 24bit color values or float color and percent values,
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both can be read by the importer and will be converted to blender values.
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both can be read by the importer and will be converted to blender values.
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The exporter uses the integer values, since this is used from 3ds version 3 and above.
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The exporter uses the integer values, since this is used from 3ds version 3 and above.
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The material definitions wich Blender can use are the following:
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The material definitions which Blender can use are the following:
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- 3ds Diffuse Color <-> blender Base Color
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- 3ds Diffuse Color <-> blender Base Color
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- 3ds Specular Color <-> blender Specular Color
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- 3ds Specular Color <-> blender Specular Color
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@ -105,8 +105,8 @@ The material definitions wich Blender can use are the following:
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- 3ds Mat Shin2 <-> blender Specular Intensity
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- 3ds Mat Shin2 <-> blender Specular Intensity
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- 3ds Mat Shin3 <-> blender Metallic
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- 3ds Mat Shin3 <-> blender Metallic
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- 3ds Mat Opacity <-> blender Alpha inverted
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- 3ds Mat Opacity <-> blender Alpha inverted
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- 3ds Mat Bump PCT <-> blender Normalmap Strength
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- 3ds Mat Bump PCT <-> blender Normal-map Strength
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- 3ds Self Illum PCT <-> blender Emission Strength
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- 3ds Self Illumination PCT <-> blender Emission Strength
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Textures
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Textures
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@ -115,8 +115,8 @@ Textures
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Each 3ds material can include different texture mappings,
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Each 3ds material can include different texture mappings,
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which are all imported to Blender material nodes including texture coordinates.
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which are all imported to Blender material nodes including texture coordinates.
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The 3ds exporter basically takes the images and coordinates,
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The 3ds exporter basically takes the images and coordinates,
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wich are directly connected to the Principled BSDF shader,
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which are directly connected to the Principled BSDF shader,
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if an image is connected to a colormix shader, it will exported as secondary texture.
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if an image is connected to a color-mix shader, it will exported as secondary texture.
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Shininess maps to roughness and opacity to the alpha channel,
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Shininess maps to roughness and opacity to the alpha channel,
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they must be color inverted afterwards to match with Blender definition.
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they must be color inverted afterwards to match with Blender definition.
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The material mappings are defined as following:
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The material mappings are defined as following:
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@ -126,9 +126,9 @@ The material mappings are defined as following:
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- 3ds Shininess Map <-> blender Roughness Texture
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- 3ds Shininess Map <-> blender Roughness Texture
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- 3ds Reflection Map <-> blender Metallic Texture
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- 3ds Reflection Map <-> blender Metallic Texture
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- 3ds Opacity Map <-> blender Alpha Texture
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- 3ds Opacity Map <-> blender Alpha Texture
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- 3ds Self Illum Map <-> blender Emission Texture
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- 3ds Self Illumination Map <-> blender Emission Texture
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- 3ds Bump Map <-> blender Normal Map (tangent space)
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- 3ds Bump Map <-> blender Normal Map (tangent space)
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- 3ds Tex2 Map <-> blender Color Texture (connect to mixshader)
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- 3ds Tex2 Map <-> blender Color Texture (connect to mix-shader)
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.. figure:: /images/addons_io_3ds_material-nodes.jpg
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.. figure:: /images/addons_io_3ds_material-nodes.jpg
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@ -144,12 +144,12 @@ Meshes
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======
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======
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Meshes are made of triangles only, no quads are supported,
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Meshes are made of triangles only, no quads are supported,
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3ds Studio uses edge visibilty flags to hide and show edges, many 3ds files use them to mark the quads.
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3ds Studio uses edge visibility flags to hide and show edges, many 3ds files use them to mark the quads.
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The Blender 3ds importer and exporter will use those flags to mark edges sharp,
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The Blender 3ds importer and exporter will use those flags to mark edges sharp,
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this can be used to convert the triangles back to quads.
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this can be used to convert the triangles back to quads.
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The importer can read the smoothchunk and shades a face smooth if it belongs to a smoothgroup,
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The importer can read the smooth-chunk and shades a face smooth if it belongs to a smooth-group,
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the exporter creates a smooth chunk if the mesh contains any smooth faces.
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the exporter creates a smooth chunk if the mesh contains any smooth faces.
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3ds only supports one pair of UV coordinates per vertex. If any vertex has more UVs, it will be dublicated.
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3ds only supports one pair of UV coordinates per vertex. If any vertex has more UVs, it will be duplicated.
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Ambient
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Ambient
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