导入模型是我们遇到的最基本的问题,下面是官方手册中的指导,比较详细了,供查阅 Importing Objects From 3D Studio Max 从3dmax中导入物体 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 .FBX format. Saving them in the original .max format is recommended.
Unity currently imports from 3ds Max 如果你是使用3dmax来创建你的场景物体的话,你可以直接将你的max文件存至你的unity3d项目文件夹中,或者将其导出为fbx文件格式,在此推荐你直接存为max文件,现在unity3d已经支持max文件的直接导入了。 1. All nodes with position, rotation and scale. Pivot points and Names are also imported.
2. Meshes with vertex colors, normals and one or two UV sets.
3. Materials with diffuse texture and color. Multiple materials per mesh.
4. Animations.
5. Bone based animations. 1、所有物体的空间位置信息,轴心点,名称等等全被导入 2、网络及顶点颜色,法线及UV设置都可以导入 3、漫反射材质及多重材质 4、动画 5、基于骨骼的动画(在此提示一下,不要用带ik的骨骼动画,不然导入unity3d后动画会无效,曾遇到过的问题。) To manually export to FBX from 3DS Max 1. Download the latest fbx exporter from Autodesk website and install it.
2. Export your scene (File->Export or File->Export Selected) 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 options
Using default FBX 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 Animations There is a procedure you should follow when you want to export bone-based animations: 1. Set up the bone structure as you please.
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 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 will 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 hierarchy. Exporting Two UV Sets for Lightmapping 3ds Max' Render To Texture and automatic unwrapping functionality can be used to create lightmaps. Usually one UV set is used for main texture and/or bumpmaps, 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 3ds Max, using self-illumination map Note that if object uses a Shell material type, then current Autodesk's 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 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.
Alternate Material setup for Lightmapping in 3ds Max, using multi/sub object material
Troubleshooting If you have any issues with importing some models: ensure that you have the latest FBX plugin installed. It can be downloaded Autodesk website.
|