The 3rd and final part of the W3D plugin for max is the W3D Exporter.
Each object in the Max scene that is not hidden will be considered for
export. A utility plugin is used to set the export options. Each mesh
can have its transform exported for the animation system and/or its geometry
exported. This separation exists due to the way the motion capture data
comes into the system. There are often meshes in the system which are
only there to provide transforms and vice-versa; there are meshes that
are rigidly connected to those "transform-only" meshes. The
exporter basically allows you to reduce the number of transforms that
have to be calculated by the animation system.
Each object that is exported will have its name associated with it. One
limitation of the w3d file format is that these names be 15 characters
or less. If you try to use a longer name, it will be truncated when it
is exported. If two objects with the same name are loaded, only the first
object will be kept.
Here is a description of the various tools associated with exporting
your selections to W3D.
Object
Export Options: |
General Export Options |
 |
Selection Window: |
Displays the name of what you have
selected. |
Export Transform (Bone): |
Check this to only export a bone or
animation. |
Export Geometry: |
Check this to only export a mesh or geometry. |
Damage Region: |
Obsolete: For
E & B it was a labor intensive way of defining what part of an
object will recieve damage. |
|
Geometry
Options: |
These options allow your exported geometry
to have different characteristics. You can select multiple options
from choices on the right. |
Normal |
Default mode, just
a normal mesh with no specific characteristics. |
Cam-Parallel |
Aligns the
object to the near clipping plane of the camera, for example, if an
object moves around the scene, it will remain parralell to the viewport.
Kind of like a strafing effect. |
Cam-Orient |
Aligns to the local X axis of
the Camera: This makes the object always face torward the camera so
where ever the object or camera is, the camera will always be facing
the x-axis. |
AABox |
This mesh is to be used as an axis aligned collision
box. |
OBBox |
Use this
if youre exporting a bounding box area. Checkmark "Hide". |
Null (LOD) |
Indicates
that its an LOD object |
Aggregate |
Export
a box that will be used as an aggregate, Checkmark "Hide"
when selecting this option. |
Dazzle |
Use this
option to export a mesh object (usually a plane) that will be used
as a Camera lens flare. Check mark-2Side. |
2Side |
Enable/Disable two sided rendering
for the entire mesh. |
Hide |
Use this option to make your
geometry hidden, e.g. a bounding box. |
ZNrm |
Disabled: |
VAlpha |
With this checked, your mesh
will have a "vertex alpha", which is created from the grayscale
values of the vertices that you have given to them in max. NOTE:
texture blend mode must be "Alpha Blend" in order for this
to work. |
Shadw |
The mesh is not rendered normally,
it is used to generate shadows only. |
Shatter |
For use
when your objects may need to shatter, such as glass. |
|
Collision
Options: |
You can
select the physical characteristics for your geometry that you are
exporting. |
Physical |
Select this
for a surface thats not penetrateable, such as a character or a vehicle. |
Projectile |
Select this
if a projectile can hit it. |
Vehicle |
Select this
if you wish a vehicle not to proceed through or past it. |
Vis |
Select this when exporting your
"Vis" areas. A vis area is a specific area within the cameras
view, where the computer will not draw in geometry past that point
until you crossed over into another Vis area. |
Camera |
Select this in case you dont want
the camera to go through it, or get stuck in it. |
|
Select
by W3D Type: |
Rather than Manually selecting objects in your scene
to be exported, you can use these buttons select specific items for
you. |
Select Bones |
Selects all the bones
in your scene. |
Select Geometry |
Selects all the geometry in you scene. |
Select Alpha Meshes |
Select all Alpha Meshes in your scene. |
Phys |
Select all Physical Objects in your scene. |
Proj |
Select all objects that are affected by projectiles
in your scene. |
Vis |
Select all Vis objects in your scene. |
|
Naming
Utilities: |
A convenient
way to name a selected set. |
Assign Node Names |
Opens the
"Generate Node Names" window. This allows you to assign
a root name, prefix and suffix. After setting your preferences,
all of the selected objects in your scene will be renamed in sequence
according to the node name.
Artist Note:
You may want to de-select "Assign Collision
Bits" because it will override what you already have selected,
in the collision options box. |
Assign Material Names |
Opens the
"Generate Material Names" window. This allows you to assign
a root name to your materials, After setting your preferences,
all of the materials you affected will be renamed in sequence according
to the node name. |
Assign Extensions |
This will append an extenstion
to your currently selected objects. LOD 0 should be your highest poly
model, with increasing LOD numbers going to your lower poly models.
Damage models should be extension numbers 1 and up. |
|
Export
with Std Mtls: |
For use when exporting
LightScape files. |
|
Create
Settings Floater: |
For convenience,
this pens a pop up floater with the W3D settings. |