{"id":430,"date":"2009-02-18T11:25:17","date_gmt":"2009-02-18T11:25:17","guid":{"rendered":""},"modified":"2013-02-27T12:22:31","modified_gmt":"2013-02-27T04:22:31","slug":"430","status":"publish","type":"post","link":"https:\/\/1vr.cn\/?p=430","title":{"rendered":"\u4ece3D Studio Max\u4e2d\u5bfc\u5165\u6a21\u578b\u5230Unity3D"},"content":{"rendered":"<p>\u539f\u6587:<a href=\"http:\/\/unity3d.com\/support\/documentation\/Manual\/HOWTO-ImportObj&#101;ctMax.html\" target=\"_blank\" rel=\"external\">http:\/\/unity3d.com\/support\/documentation\/Manual\/HOWTO-ImportObj&#101;ctMax.html<\/a>,\u7531\u5a01\u963f\u7ffb\u8bd1,\u8f6c\u8f7d\u8bf7\u6ce8\u660e\u6765\u5904<\/p>\n<p><strong>Importing Objects From 3D Studio Max <\/strong><br \/>\u4ece<strong>3D Studio Max<\/strong>\u5bfc\u5165\u7269\u4f53 <\/p>\n<p>Unity Manual &gt; FAQ &gt; How do I import objects from my 3D app? &gt; Importing Objects From 3D Studio Max Unity\u9996\u6d4b&gt;\u5e38\u89c1\u95ee\u9898\u89e3\u7b54&gt;\u6211\u5982\u4f55\u4ece\u6211\u76843D\u8f6f\u4ef6\u5bfc\u5165\u7269\u4f53?&gt;\u4ece3D Studio Max\u5bfc\u5165\u7269\u4f53 If you make your 3D objects in 3dsMax, you can export them into Unity using the <strong>Autodesk .FBX <\/strong>format. \u5982\u679c\u4f60\u57283dsMax\u4e2d\u5236\u4f5c\u4f60\u76843D\u7269\u4f53,\u4f60\u53ef\u4ee5\u8f93\u51fa\u4e3aAutodesk.FBX\u683c\u5f0f\u5230Unity\u4e2d\u4f7f\u7528. <br \/>1. Download the latest fbx exporter from Autodesk website and install it. \u4eceAutodesk Website\u4e0b\u8f7d\u6700\u65b0\u7684Fbx\u8f93\u51fa\u63d2\u4ef6\u5e76\u5b89\u88c5. <br \/>2. Export your scene (<strong>File-&gt;Export <\/strong>or <strong>File-&gt;Export Selected<\/strong>) in <strong>.fbx <\/strong>format on your PC. Using default export options should be okay. \u5728Pc\u4e0a\u8f93\u51fa\u4f60\u7684\u573a\u666f\u4e3a.fbx\u683c\u5f0f(<strong>File-&gt;Export <\/strong>\u6216 <strong>File-&gt;Export Selected<\/strong>),\u7528\u9ed8\u8ba4\u8f93\u51fa\u9009\u9879\u53ef\u80fd\u4e0d\u9519. <br \/>3. Move the exported fbx file into your Unity project folder on the Mac. \u79fb\u52a8\u8f93\u51fa\u7684Fbx\u6587\u4ef6\u5230\u4f60Mac\u4e0a\u7684Unity\u5de5\u7a0b\u6587\u4ef6\u5939. <br \/>4. When you switch back into Unity, the <strong>.fbx <\/strong>file is imported automatically. \u5f53\u4f60\u5207\u6362\u5230Unity,\u8fd9\u4e2a.Fbx\u6587\u4ef6\u5c06\u81ea\u52a8\u5bfc\u5165. <br \/>5. Drag the file from the Project window into the Scene view. \u4ece\u5de5\u7a0b\u7a97\u53e3\u62d6\u62fd\u8fd9\u4e2a\u6587\u4ef6\u5230\u573a\u666f\u89c6\u56fe\u4e2d. <\/p>\n<p><strong>Unity currently imports from 3ds Max Unity<\/strong><\/p>\n<p>\u53ef\u4ee5\u4ece<strong>3dsMax<\/strong>\u5bfc\u5165\u7684<strong>: <\/strong><br \/>1. All nodes with position, rotation and scale. Pivot points and Names are also imported. \u6240\u6709\u8282\u70b9\u7684\u4f4d\u7f6e,\u65cb\u8f6c\u548c\u7f29\u653e,\u8f74\u5fc3\u548c\u540d\u5b57\u90fd\u53ef\u4ee5\u88ab\u5bfc\u5165. <br \/>2. Meshes with vertex colors, normals and one or two UV sets. \u548c\u7f51\u683c\u6709\u5173\u9876\u70b9\u989c\u8272,\u6cd5\u7ebf\u548c\u4e00\u4e2a\u6216\u4e8c\u4e2aUv <br \/>3. Materials with diffuse texture and color. Multiple materials per mesh. \u56fa\u6709\u7eb9\u7406\u548c\u989c\u8272\u7684\u8d34\u56fe.\u591a\u7ef4\u6750\u8d28. <br \/>4. Animations. \u52a8\u753b <br \/>5. Bone based animations. \u57fa\u4e8e\u9aa8\u9abc\u7684\u52a8\u753b. <\/p>\n<p><strong>Exporter options<\/strong><\/p>\n<p>\u8f93\u51fa\u9009\u9879 <br \/>Using default FBX exporter options (that basically export everything) should be okay in all cases. \u53ef\u4ee5\u7528Fbx\u9884\u7f6e\u7684\u9009\u9879\u5904\u7406\u5927\u591a\u6570\u7684\u8f93\u51fa\u60c5\u51b5. <\/p>\n<div align=\"center\"><img decoding=\"async\" src=\"wp-content\/uploads\/attachments\/month_0902\/200902181126406.jpg\" \/><\/div>\n<p><em>Default FBX exporter options (for fbx plugin version 2006.11.1) <\/em>\u9884\u7f6eFbx\u8f93\u51fa\u9009\u9879(<em>fbx plugin version 2006.11.1)<\/em>) <br \/><strong>Exporting Bone-based Animations<\/strong><\/p>\n<p>\u8f93\u51fa\u57fa\u4e8e\u9aa8\u9abc\u7684\u52a8\u753b<strong>. <\/strong><br \/>There is a procedure you should follow when you want to export bone-based animations: \u5982\u679c\u4f60\u60f3\u5bfc\u51fa\u57fa\u4e8e\u9aa8\u9abc\u7684\u52a8\u753b,\u53ef\u4ee5\u53c2\u8003\u4e0b\u9762\u7684\u6b65\u9aa4. <br \/>1. Set up the bone structure as you please. \u503e\u529b\u67b6\u8bbe\u4e00\u4e2a\u9aa8\u9abc\u7ed3\u6784 <br \/>2. Create the animations you want, using FK and\/or IK \u521b\u5efa\u4f60\u60f3\u8981\u7684\u52a8\u753b,\u7528FK\u6216IK <br \/>3. Select all bones and\/or IK solvers \u9009\u62e9\u6240\u6709\u7684\u9aa8\u9abc\u6216\u8005IK <br \/>4. Go to <strong>Motion-&gt;Trajectories <\/strong>and press <strong>Collapse<\/strong>. Unity makes a key filter, so the amount of keys you export is irrelevant \u8f6c\u5230Motion-&gt;Trajectories\u5e76\u6309\u4e0bCollapse.Unity\u8fc7\u6ee4\u6389\u4e0d\u76f8\u5e72\u7684\u5173\u952e\u5e27 <br \/>5. &#8220;Export&#8221; or &#8220;Export selected&#8221; as newest FBX format &#8220;Export&#8221; \u6216&#8221;Export selected&#8221;\u4e00\u4e2a\u65b0\u7684Fbx\u6587\u4ef6. <br \/>6. Drop the FBX file into <strong>Assets <\/strong>as usual \u548c\u5f80\u5e38\u4e00\u6837\u62d6\u62fdFbx\u6587\u4ef6\u5230Assets <br \/>7. In Unity you must reassign the Texture to the Material in the root bone \u5728Unity\u4e2d\u4f60\u5fc5\u987b\u5728\u6307\u5b9a\u8d34\u56fe\u6750\u8d28\u5230\u57fa\u672c\u9aa8\u9abc. <\/p>\n<p>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 &#8220;Schematic view&#8221; 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. \u5f53\u4ece3dsMax\u4e2d\u8f93\u51fa\u4e00\u4e2a\u542b\u6709\u9aa8\u9abc\u7684\u7f51\u683c\u548c\u52a8\u753b, \u6e38\u620f\u7269\u4f53\u5c06\u4ea7\u751f\u5bf9\u5e94\u7684\u5c42\u7ea7,\u4f60\u53ef\u4ee5\u57283dsMax\u7684&#8221;Schematic view&#8221;\u770b\u5230.\u4e0d\u540c\u7684\u662f,Unity\u4e2d\u5c06\u8bbe\u7acb\u4e00\u4e2a\u7269\u4f53\u505a\u4e3a\u65b0\u7684\u542b\u6709\u7f51\u683c\u548c\u6750\u8d28\u8d34\u56fe\u7684\u57fa\u7840\u9aa8\u5934. 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. \u5982\u679c\u4f60\u5e0c\u671bUnity\u4e2d\u5728\u540c\u4e00\u4e2a\u6e38\u620f\u7269\u4f53\u4e0a\u62e5\u6709\u52a8\u753b\u548c\u7f51\u683c\u4fe1\u606f,\u52303ds Max\u7684\u5c42\u7ea7\u89c6\u56fe,\u548c\u5728\u9aa8\u9abc\u5c42\u7ea7\u5230\u7236\u7f51\u683c\u8282\u70b9. <br \/><strong>Exporting Two UV Sets for Lightmapping<\/strong><br \/>\u4e3a\u5149\u5f71\u8d34\u56fe\u8f93\u51fa\u4e24\u4e2a<strong>Uv<\/strong>\u8d34\u56fe <br \/>3ds Max&#8217; 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: 3dsMax\u7684\u6e32\u67d3\u5230\u7eb9\u7406\u548c\u81ea\u52a8\u5c55\u5f00\u529f\u80fd\u53ef\u4ee5\u7528\u6765\u5efa\u7acb\u5149\u5f71\u56fe.\u901a\u5e38\u4e00\u5c42UV\u662f\u7528\u4e8e\u4e3b\u8981\u7eb9\u7406\u6216\u51f9\u51f8\u8d34\u56fe,\u800c\u53e6\u5916\u4e00\u5c42UV\u662f\u7528\u6765\u5149\u5f71\u56fe.\u6750\u8d28\u57283ds Max\u4e2d\u901a\u8fc7\u6807\u51c6\u7684\u56fa\u6709\u8272(\u4e3b\u7eb9\u7406)\u548c\u81ea\u53d1\u5149(\u5149\u5f71\u56fe)\u6765\u8bbe\u5b9a: <\/p>\n<div align=\"center\"><img decoding=\"async\" src=\"wp-content\/uploads\/attachments\/month_0902\/20090218112647n.jpg\" \/><\/div>\n<p><em>Material setup for Lightmapping in 3ds Max, using self-illumination map <\/em>\u57283dsMax\u4e2d\u8c03\u6574\u5149\u5f71\u56fe\u6750\u8d28,\u4f7f\u7528<em>self-illumination map. <\/em>Note that if object uses a Shell material type, then current Autodesk&#8217;s FBX exporter will <strong>not export UVs correctly<\/strong>. \u63d0\u793a:\u5982\u679c\u7269\u4f53\u7528\u4e00\u4e2a\u5916\u58f3\u6750\u8d28\u7c7b\u578b,\u90a3\u4e48\u73b0\u5728\u7684Autodesk\u2019s Fbx\u8f93\u51fa\u5668\u8fd8\u4e0d\u80fd\u6b63\u786e\u7684\u8f93\u51faUvs. 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. \u53e6\u5916,\u4f60\u53ef\u4ee5\u7528\u591a\u4e3a\u6750\u8d28\u7c7b\u578b\u548c\u8bbe\u5b9a\u4e24\u4e2a\u5b50\u6750\u8d28,\u4f7f\u7528\u4e3b\u7eb9\u7406\u548c\u5176\u5149\u5f71\u56fe\u5728\u4ed6\u4eec\u7684\u56fa\u6709\u8d34\u56fe\u69fd.\u5982\u4e0b\u6240\u793a.\u4f46\u662f,\u5982\u679c\u5728\u4f60\u7684\u6a21\u578b\u4e0a\u4f7f\u7528\u4e0d\u540c\u7684\u5b50\u6750\u8d28ID,\u8fd9\u5c06\u5bfc\u81f4\u591a\u4e2a\u6750\u8d28\u5bfc\u5165,\u8fd9\u5c06\u4e0d\u662f\u6700\u4f73\u7684\u6027\u80fd. <\/p>\n<div align=\"center\"><img decoding=\"async\" src=\"wp-content\/uploads\/attachments\/month_0902\/200902181126537.jpg\" \/><\/div>\n<p><em>Alternate Material setup for Lightmapping in 3ds Max, using multi\/sub object material <\/em>\u57283dsMax\u4e2d\u8c03\u6574\u5149\u5f71\u56fe,\u7528\u591a\u7ef4\u5b50\u6750\u8d28. <br \/><strong>Troubleshooting<\/strong><br \/>\u6545\u969c\u5904\u7406 <br \/>If you have any issues with importing some models: ensure that you have the latest FBX plugin installed. It can be downloaded Autodesk website. \u5982\u679c\u4f60\u5bf9\u5bfc\u5165\u7269\u4f53\u6709\u4efb\u4f55\u95ee\u9898,\u8bf7\u786e\u4fdd\u4f60\u7684Fbx\u63d2\u4ef6\u662f\u6700\u65b0\u7684.\u4f60\u53ef\u4ee5\u4eceAutodeskWebsite\u66f4\u65b0.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u539f\u6587:http:\/\/unity3d.com\/support\/documentation\/Manual\/HOWT &hellip; <a href=\"https:\/\/1vr.cn\/?p=430\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">\u4ece3D Studio Max\u4e2d\u5bfc\u5165\u6a21\u578b\u5230Unity3D<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"class_list":["post-430","post","type-post","status-publish","format-standard","hentry","without-featured-image"],"_links":{"self":[{"href":"https:\/\/1vr.cn\/index.php?rest_route=\/wp\/v2\/posts\/430","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/1vr.cn\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/1vr.cn\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/1vr.cn\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/1vr.cn\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=430"}],"version-history":[{"count":1,"href":"https:\/\/1vr.cn\/index.php?rest_route=\/wp\/v2\/posts\/430\/revisions"}],"predecessor-version":[{"id":908,"href":"https:\/\/1vr.cn\/index.php?rest_route=\/wp\/v2\/posts\/430\/revisions\/908"}],"wp:attachment":[{"href":"https:\/\/1vr.cn\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=430"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/1vr.cn\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=430"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/1vr.cn\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=430"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}