Posts Tagged ‘3Ds Max’

Sometimes when exporting modells using different exporters, they sometime appear inverted.

for an example take a look at the video in my previous post.
It turns out, that all the normals were inverted, so in order to get around this problem, the normals of the mesh must be flipped in 3ds Max (or any 3d package) before they are exported.
To do this in max is very simple.
  1. right click your object > convert to Editable Mesh
  2. Select your entire model so that all faces are RED.
  3. in the modifiers panel select Normal, then in the parameters roll out, make sure Flip Normals  box is ticked.
  4. if you would like to see your Normal lines, go back to your Editable Mesh and tick the box “show Normals” in the selection roll out
And thats it :)

This tutorial will show you how to basically import a 3D object into Flash, using Papervision.
IF you are completely new to this (i.e. need to know how to set up flash and PV3D, then please follow this tutorial steps 1-4 and read the beginners guide to creating your first 3D shapes here – if you want to know how to export 3D files into the COLLADA .DAE format that papervision read steps 2 -3 here.

This tutorial, assumes that you have read the other tutorials linked above, that provide full explanations for beginners!
In order to import a 3D object, you need to convert(export from 3Ds Max – COLLADA max extension can be downloaded here) it into a .DAE (COLLADA) file that papervision can use,  we will then use AS3 to read this file, and import the model.
package{ 
import org.papervision3d.view.BasicView; 
//For importing objects  
import org.papervision3d.objects.parsers.Collada; 
import org.papervision3d.objects.parsers.DAE; 
import org.papervision3d.objects.DisplayObject3D;

 [SWF(width="640", height="320", backgroundColor="#000000", frameRate="60")]

 public class import3D extends BasicView 
{  
public function import3D()  
{   
var myFirstObject= new Collada("myfirstobject.dae");   
//Set different scales, if your models is too small or too big   
myFirstObject.scaleX = 8;   
myFirstObject.scaleY = 8;   
myFirstObject.scaleZ = 8;   
//rotate object if you want it at a different angle   
myFirstObject.rotationX+=30;   
myFirstObject.rotationY+=30;   
scene.addChild(myFirstObject);

   startRendering();  
} 
}
}

And thats all there is to it! – very simple once you know how – keep an eye out for the next tutorial – TEXTURING! :)

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After adding texture to your objects, it is time to add lighting and shadow effects, a good way of adding these effects to your texture so that you don’t have to render them at every frame in your animations is to “Bake the Texture”.

Baking is a technical term that allows the lighting and shadow settings to be saved ontop of your original texture. It basically renders the effect onto the existing texture so that you dont need to render these are run-time. More realism, with less clock cycles. Careful though, don’t bake shadows onto things that will move (its best to bake texture on buildings and terrain), as it wont look right.

In order to do this, add lights and set up your scene. When you are finished, open up the rendering dialogue and render to texture, this will rewrite your .jpg texture so that lights and shadows are now “baked”/stored in the image.

There are a few things that you must be aware of when rendering animations, that relate to the Mental Ray global illumination system.

You will probably be using final gather (FG) and global illumination (GI) when rendering your animation(s).

You can use ‘cache files’ that store FG and GI information between frames; this will save you significant amounts of render time, as well as reduce rendering artefacts.

Global Illumination

At the start of a render, depending upon the scene, Mental Ray may spend quite a lot of time producing the photon map. This does not change between frames, so it makes sense to only compute it for the first frame, and reuse it for all subsequent frames. Use a photon map file to do this.

‘Render’ dialog -> ‘Indirect Illumination’ tab -> ‘Caustics and Global Illumination (GI)’ rollout -> ‘Photon Map’ section:

  1. Check the ‘Read/Write File’ check box.
  2. Use the ‘…’ button to choose a file to write. (Use the ‘X’ button to clear a file from a previous session)

Final Gather

The final gather pass can also store information for use in subsequent frames. Final gather is not able to reuse all the information from previous frames, but it can reuse some. This means that using the final gather map file will save some time.
In addition to this, when using the final gather on either the draftlow, or medium quality presets, a flickering lighting-noise will be visible in the animation.
This looks extremely ugly. Using the final gather map file will almost eliminate these artefacts, so it is a necessary step.

‘Render’ dialog -> ‘Indirect Illumination’ tab -> ‘Final Gather’ rollout -> ‘Final Gather Map’ section:

  1. Check the ‘Read/Write File’ check box.
  2. Use the ‘…’ button to choose a file to write. (Use the ‘X’ button to clear a file from a previous session)

Anti-aliasing

Aliasing produces jaggy edges. Not only do these look a little bad in still frames, in animations these can look terrible.

‘Render’ dialog -> ‘Renderer’ tab -> ‘Sampling Quality’ rollout -> ‘Samples per Pixel’ section:

Minimum: By default, 3ds max uses a value of 1/4. This can result in small/thin object details being left out of the render entirely!! This causes flickering in animations so it can look very bad. Increase this to 1.
Maximum: The default value of 4 is okay, but the result will be better if you use 16. This will increase render time though; so what you use is up to you.

Mental Ray crashes

Using the final gather map will sometimes cause Mental Ray to crash, usually due to running out of memory.
If you render an animation from within Max, this will cause the render to stop. You will get an incomplete render; very annoying if you have left your machine rendering overnight only to discover that your machine stopped after 3 hours, and has done nothing since.
To overcome this, please read my tutorial on using Backburner.
Backburner will restart the render when Mental Ray crashes, so that you won’t lose any time.
This can make it very tempting not to use the FG map at all. This is not recommended due to the aforementioned noise-flicker artefacts.

Firstly in your 3D package, ratehr than rendering 1 picture, choose selection to render a Range of pictures, say from frame 0-100.

It is always best to render seperate JPEG images that 1 whole avi file straight away.

In order to do this in 3Ds Max open up the rendering menu (F10) select your frames, i.e 0 to 100

then as your output save file select JPEG, Max will automaticlay add numbers to the end of each frame, i.e pic0001, pic0002

You will then end up with an individual picture for each frame.

Now using Bink and Smacker Which can be downloaded here http://www.radgametools.com/bnkdown.htm select your first image, pic0001 or whatever it is u named it, and click BINK IT

and a pop up message should appear asking you something along the lines of “this image seems to be part of a series..” click yes.
should take a few mins to convert all the JPEGs into a video file.

This .bnk file can then be converted into a avi. which will give u a massive file of about 2GB. this can then be converted in Windows Media Encoder 9 into a wmv file. which is a compressed file, without loosing quality.

Another good program to use, that can handle larger file sizes is VirtualDub

Both Bink and Smacker and VDub are Free to use.

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