Importing and Exporting


If you haven't noticed, Max isn't the only game in town. A number of different 3D packages exist, and exchanging files between them is where the importing and exporting menu commands come in. You can find both of these commands in the File menu.

Importing supported formats

Choose File image from book Import to open the Import dialog box. This dialog box looks like a typical Windows file dialog box. The real power comes with the various Import Settings dialog boxes that are available for each format. The settings in the Import Settings dialog box are different for the various format types.

Another common import dialog box offers options to merge the imported objects with the current scene or to completely replace the current scene. For many formats, you can also convert units on the imported file. For example, importing a 3D Studio file opens a simple dialog box, shown in Figure 3.7. With the Convert Units option selected, Max assumes that the 3DS file is based in inches and converts it to the currently defined units.

image from book
Figure 3.7: The 3DS Import dialog box enables you to merge objects into or completely replace the current scene.

If any of the object names in the imported scene match those in the current scene, an Import Name Conflict dialog box opens, allowing you to rename the imported objects, or you can Skip or Cancel the import.

Max can import several different formats, including the following:

  • 3D Studio Mesh, Projects, and Shapes (3DS, PRJ, SHP)

  • Adobe Illustrator (AI)

  • LandXML/DEM/DDF

  • AutoCAD (DWG, DXF)

  • Autodesk Filmbox (FBX)

  • Motion Analysis (HTR, TRC)

  • Initial Graphics Exchange Standard (IGE, IGS, IGES)

  • Autodesk Inventor (IPT, IAM)

  • Lightscape (LS, VW, LP)

  • StereoLithography (STL)

  • Wavefront Material and Object (MTL, OBJ)

  • VRML (WRL, WRZ)

  • VIZ Material XML Import (XML)

Import preference

The Files panel of the Preference Settings dialog box has a single option dealing with importing-Zoom Extents on Import. When this option is enabled, it automatically zooms all viewports to the extent of the imported objects. Imported objects can often be scaled so small that they aren't even visible. This option helps you to locate an object when imported.

Exporting supported formats

In addition to importing, you'll sometimes want to export Max objects for use in other programs. You access the Export command by choosing File image from book Export. You also have the option to Export Selected (available only if an object is selected).

Max can export to several different formats, including the following:

  • 3D Studio (3DS)

  • Adobe Illustrator (AI)

  • ASCII Scene Export (ASE)

  • AutoCAD (DWG, DXF)

  • Autodesk Filmbox (FBX)

  • Design Web Format (DWF)

  • Initial Graphics Exchange Standard (IGS)

  • JSR-184 (M3G)

  • Lightscape Material, Blocks, Parameters, Layers, Preparations, and Views (ATR, BLK, DF, LAY, LP, VW)

  • Motion Analysis (HTR)

  • Publish to DWF (DWF)

  • Wavefront Material and Object (MTL, OBJ)

  • StereoLithography (STL)

  • VRML97 (WRL)

Exporting to the JSR-184 (M3G) format

The JSR-184 export option lets you save a scene to a format that can be viewed on mobile devices that support the Java 2 Micro Edition standard interface, such as mobile phones and PDA devices.

Because wireless devices have such a limited bandwidth, the JSR-184 Exporter dialog box, shown in Figure 3.8, includes several options for optimizing the exported scene. This dialog box lists the Max scene hierarchy, the JSR-184 scene hierarchy, and the parameters for the selected scene object. Using the toolbar buttons at the top of the dialog box, you can change the hierarchy that is to be exported.

image from book
Figure 3.8: The JSR-184 Export dialog box lets you choose which resources to export.

Before a scene can be exported, the Max scene must include a camera and you must specify an Active Camera in the JSR-184 Exported dialog box. When a material map is selected from the JSR-184 hierarchy list, the Texture Tool icon on the toolbar becomes active. Clicking this button opens the Texture Tool dialog box, shown in Figure 3.9, where you can precisely control the size and format of the exported maps.

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Figure 3.9: The Texture Tool lets you specify the exact size of texture maps to be exported for mobile devices.

To view the exported M3G files, the default installation of Max includes an M3G Player, which can be found along with the other Max programs in Start image from book Programs image from book Autodesk image from book 3ds Max 9 image from book JSR Viewer. To use this player, the Java Runtime Environment needs to be installed. You can install it from the Max setup disc.

Exporting to the DWF format

The Design Web Format (DWF) is an ideal format for displaying your textured models to others via the Web. It creates relatively small files that can be attached easily to an email. You can use the File image from book Publish to DWF menu command to export the current scene to this format. This command opens a dialog box of options that specify to Group by Object or Group by Layer. You also can choose to publish the Object Properties, Materials, Selected Objects Only, or Hidden Objects. Another option is to Rescale Bitmaps to a size entered in pixels.

Saved files can be viewed in the Autodesk DWF Viewer, shown in Figure 3.10. The Autodesk DWF Viewer can be downloaded for free from the Autodesk Web site. This provides a way for users without Max installed to view models.

image from book
Figure 3.10: The Autodesk DWF Viewer is used to view files exported using the DWF format.

The Autodesk DWF Viewer is automatically installed along with 3ds Max. If you want to view the exported files in the viewer, simply enable the Show DWF in Viewer option in the DWF Publish Options dialog box. The viewer includes controls for transforming the model, changing its shading and view, and printing the current view.

Exporting utilities

In addition to the menu commands found in the File menu, Max includes a couple of utilities that export specific information: the Lighting Data Export Utility and the Material XML Exporter Utility. You can access these utilities from the Utilities panel in the Command Panel by clicking the More button and selecting them from the pop-up list that appears.

Lighting Data Export Utility

The Lighting Data Export Utility exports exposure control data for a scene's Illuminance and Luminance values. These files can be saved as PIC or TIF files, which you can select in the 2D Lighting Data Exporter rollout. You also can set an image's Width and Height dimensions.

Caution 

Exposure Control must be enabled for this utility to be enabled. You can learn about exposure control in Chapter 43, "Learning Rendering Basics."

Material XML Exporter Utility

The Material XML Exporter Utility exports a selected material to an XML file format, where it can be easily shared with other users. After you select this utility, the Parameters rollout offers four options for selecting the material to export: the Material/Map Browser, the Object List, Pick Object in Scene, and All Objects in Scene.

The utility also offers several export options including Native XML, export to an Autodesk Tool Catalog, and using an XSLT template. You also can select to export the material with a thumbnail and along with its mapping modifiers.

Tutorial: Importing vector drawings from Illustrator

In most companies, a professional creative team uses an advanced vector drawing tool such as Illustrator to design the company logo. If you need to work with such a logo, learning how to import the externally created file gives you a jumpstart on your project.

Note 

When importing vector-based files into Max, only the lines are imported. Max cannot import fills, blends, or other specialized vector effects. All imported lines are automatically converted to Bézier splines in Max.

Although Max can draw and work with splines, this feature takes a backseat to the vector functions available in Adobe Illustrator. If you have an Illustrator (AI) file, you can import it directly into Max.

To import Adobe Illustrator files into Max, follow these steps:

  1. Within Illustrator, save your file as "Box It Up Co logo" using the .AI file format by choosing File image from book Save As.

    Note 

    When saving the Illustrator file, don't use the latest file format. For this example, I've saved the file using the Illustrator 8 format instead of the latest Illustrator CS or CS2 formats.

    Figure 3.11 shows a logo created using Illustrator.

    image from book
    Figure 3.11: A company logo created in Illustrator and ready to save and import into Max

  2. Open Max, and choose File image from book Import. A file dialog box opens.

  3. Select Adobe Illustrator (AI) as the File Type. Locate the file to import, and click OK.

    The AI Import dialog box asks whether you want to merge the objects with the current scene or replace the current scene.

  4. For our purposes, select the replace the current scene option and click OK.

  5. The Shape Import dialog box asks whether you want to import the shapes as single or multiple objects. Select multiple, and click OK.

Figure 3.12 shows the logo after it has been imported into Max. Notice that all the fills are missing.

image from book
Figure 3.12: A company logo created in Illustrator and imported into Max

CROSS-REF 

Spline objects that are imported from Illustrator appear in Max as Editable Spline objects. You can learn more about Editable Splines in Chapter 14, "Drawing and Editing 2D Splines and Shapes."




3ds Max 9 Bible
3ds Max 9 Bible
ISBN: 0470100893
EAN: 2147483647
Year: 2007
Pages: 383

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