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Milkshape VRML97 exporter
Introduction
MilkShape 3D is a low-polygon modeler, which was initially designed for Half-Life.
During the development, many file formats have been added.
MilkShape 3D has all basic operations like select, move, rotate, scale, extrude, turn
edge, subdivide, just to mention a few. MilkShape 3D also allows low-level editing with
the vertex and face tool. Primitives like spheres, boxes and cylinders are also available.
MilkShape 3D has also skeletal animation capabilities. This allows to export to morph
target animation like the ones in the Quake model formats or to export to skeletal
animations like Half-Life or Genesis3d.
VRML97 exporter
The VRML97 exporter I wrote makes use of the SDK that you can download from the
Milkshape site.
The exporter produces the following:
- IndexedFaceSet
- Texture coordinates
- DEF/USE Material with all fields
- Transparency value is inverted to produce the same visual result
- AmbientIntensity R, G, B values are added to produce a single value
- ImageTexture
- The model will be posed in the pose of the current frame (if animation is activated)
- There's no specific camera generated
You can configure the following export options:
- Export materials (default)
- Export texture coordinates (default)
- Export normals (normals per face)
- CCW, counter-clockwise polygons (default)
- Solid, only the outside will be visible (default)
- Tabs, indentation in the exported file (default)
- User defined creaseangle (for smoothing)
- Number of digits for float values
Static model
Exports just the model as specified. No animation, no bones.
Model animated with coordinateinterpolator
Exports the same model as the static model option, but this option also adds
a coordinateinterpolator (morph targets) with keys based on the animated bone
keys. Be aware that the size of the exported file may grow quickly.
H-anim1.2 model
Bone structure will be exported to the new humanoid animation standard for
continuous meshes. You will have to use a correctly named bone structure so the
correct joints will be generated.
Here are some examples of bone structures you can use. They are not entirely
symmetrical however.
HanimLOA1.ms3d
HanimLOA2.ms3d
HanimLOA3.ms3d
Instructions
Tips for producing a valid VRML model
- Use image formats for the materials that are known by the VRML viewer e.g. JPG, PNG
(sometimes GIF)
- Make sure the image is in the same directory as the generated VRML model
- Naming of the materials
Make sure the naming of your materials complies with the VRML97 spec, because this version
of the exporter doesn't check upon this. Most important in this is not to use spaces in
the names.
This means:
| 1. Don't use the following
characters for the first character of the name: |
+ -
0 1 2 3 4 5 6 7 8 9 |
| 2. Don't use the reserved words: |
DEF
EXTERNPROTO
FALSE
IS
NULL
PROTO
ROUTE
TO
TRUE
USE
eventIn
eventOut
exposedField
field |
|