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Guide

3D Modeling
A Guide

Contents
INTRODUCTION ......................................................................................................................... 1
About this Guide ................................................................................................................. 1
REQUIREMENTS ....................................................................................................................... 2
User Requirements ............................................................................................................. 2
System Requirements......................................................................................................... 2
3D Tools Exporting to X3D and VRML ............................................................................... 2
CREATING LOW POLYGON MODELS ........................................................................................... 4
Step by Step........................................................................................................................ 4
Expert Tips .......................................................................................................................... 5
TEXTURE MAPPING .................................................................................................................. 8
Step by Step........................................................................................................................ 8
Expert Tips ........................................................................................................................ 10
LIGHTING ...............................................................................................................................12
Step by Step...................................................................................................................... 12
Expert Tips ........................................................................................................................ 12
CAMERAS .............................................................................................................................. 14
Step by Step...................................................................................................................... 14
Expert Tips ........................................................................................................................ 15
ANIMATIONS ........................................................................................................................... 16
Step by Step...................................................................................................................... 16
Expert Tips ........................................................................................................................ 17
3D WORLDS .......................................................................................................................... 18
Step by Step...................................................................................................................... 18
Expert Tips ........................................................................................................................ 19
SMOOTHING ........................................................................................................................... 20
Step by Step...................................................................................................................... 20
Expert Tips ........................................................................................................................ 21
FINAL CHECK ......................................................................................................................... 23
EXPORTING ............................................................................................................................ 26
Exporting from 3ds Max .................................................................................................... 26
Exporting from Cinema 4D................................................................................................ 30
Exporting from Rhino ........................................................................................................ 35

Introduction

Introduction
WireFusion is capable of importing 3D models specified in the ISO standard 3D formats X3D
and VRML, which can be exported from the major part of all 3D authoring tools on the market
today. All major 3D scanners also have the possibility to export to VRML and so does 2D-to3D conversion software like Realviz ImageModeler.
Even though there is no preset limit in WireFusion of how large your 3D scene can be or how
many objects (shapes) and polygons you can use in your model, you should always try to
make it as simple as possible when creating it in your 3D authoring tool. By reducing the
number of objects and polygons, the final rendering performance increases and the file size
get smaller. This will of course increase the user experience, so try to find a good balance
between size and quality while creating the models. There is a built-in Crease Angle (smoothing) method in WireFusion, which helps to improve the smoothness of objects and hence removes the need of high polygon models. WireFusion also supports LOD (Level of Detail),
which can be used to construct an object that alters its geometric complexity, or level of detail
based on how close the camera is to the object.
3D animations are not created from inside WireFusion; you create them directly in your 3D
authoring tool. Object translation, rotation, scale and mesh animations are supported, and
you can also animate cameras and lights. The animation data is included with the X3D/VRML
export and is then controlled from inside WireFusion.
The philosophy is to let you stay in your favorite 3D authoring tool as long as possible; to create models and animations there. Then you import the models to WireFusion for final tuning
and to add interactivity and logic before publishing to the web.

About this Guide


This guide explains the major steps in how to create 3D models in Autodesk 3ds Max and
how to prepare them for WireFusion. However, virtually any 3D authoring tool capable of exporting to X3D or VRML can be used. Many guidelines are the same regardless of the tool
used, and even if you use another tool you will get many useful tips by reading this guide.

Please send comments and feedback regarding this guide or the software to
contact@demicron.com

3D Modeling A Guide

Requirements
User Requirements
This guide is aimed towards 3D artists intending to create 3D contents for WireFusion. Therefore, in order to take advantage of this guide and to understand the terms used in it, it is recommended that you have some prior knowledge in 3D modeling.

System Requirements
In order to create 3D content for WireFusion you need a 3D authoring tool capable of exporting to X3D or VRML (see list below).

3D Tools Exporting to X3D and VRML


Virtually any 3D authoring tool capable of exporting to X3D or VRML (VRML2 or VRML97)
can be used to generate 3D models for WireFusion. Below is a selection of popular 3D tools
capable of exporting to X3D and VRML that can be used together with WireFusion.

Alias StudioTools

Amapi

AutoCAD *

Autodesk 3ds Max

Autodesk Inventor *

Autodesk Mechanical *

Autodesk VIZ

Blender

Carrara

Chief Architect

Cinema 4D

LightWave 3D

Matlab

Maya

Microstation

Plasma

Poser

Pro/ENGINEER

Thinkdesign

trueSpace

and many more

* Requires a third party exporter

Requirements

TIP: If your 3D authoring tool does not support X3D or VRML export, then you can use Deep Exploration
from Right Hemisphere (www.righthemisphere.com). Its capable to import most 3D formats on the market
and then exports to VRML.

3D Modeling A Guide

Creating Low Polygon Models


The 3D capabilities found in WireFusion are based on a real-time 3D engine. It means that
each image is rendered in real-time. To keep the frame rate as high as possible, it is very important that the 3D scene is optimized as much as possible.

There are two major factors to take into account when it comes to optimization:

Geometry should be as simple as possible.

Texture size should be as small as possible.

Most real-time 3D contents use the principles of Low Polygon Modeling. This is a combination
of geometry optimization and the use of textures to create bumps, or fake geometry.
In 3ds Max, you can create shapes with polygons or with parametric surfaces (NURBS Surfaces, Patch...). If you use parametric geometry, you will have to convert the models to mesh
before exporting, because WireFusion, like most Web3D solutions, can only handle polygons
surfaces.

Figure 1: 3ds Maxs Mesh geometry uses triangles, while the Poly mode is based on
Ngons (mostly quads)

Step by Step
1. When

you create a 3D model from a real object, use reference images in the background
to help you reproducing the shapes. Those images can be photos, drawings, blueprints,
CAD print, screenshots etc.

Creating Low Polygon Models

2. Most

of the time, the modeling phase start with a Primitive, such as a Box, a Sphere or a
Torus. For example:
Create panel > Geometry > Standard Primitives > Box
It is also possible to start from 2D shapes that can be extruded. For example:
Create panel > Shapes > Splines > Line

3. The

modeling process then consists of modifying the primitives.


To convert Primitives to Poly:
Quad menu (right mouse button on the shape) > Convert To: > Convert to Editable Poly
or
Modify panel > right mouse button over Box (if the primitive is a box) > Convert to Editable Poly

4. The

polygon modifiers give you the opportunity to transform your primitives. For example,
Move points, Bevel edges, Fill borders, Extrude polygons, Cut elements, or perform any
other polygon function.

Expert Tips

3ds max offers two different polygon types: Mesh and Poly modes. It is highly recommended to use the Poly mode since it gives the best results in the exporting process.

To keep the polygon count as low as possible, you can display the amount of faces of the
current selection by pressing 7 on your keyboard.

You can also use the Polygon Counter tool:


Utilities panel > More... > Polygon Counter
It displays the number of triangles and polygons, and you can set a Polygon Budget for
your scene.

3D Modeling A Guide

Figure 2: Top left: Face Count, Center: Polygon Count Dialog

Various parameters influence the 3D performances in WireFusion. The key parameters


needed in order to estimate the polygon budget for your 3D scene are:

number of polygons

textures (resolution, alpha)

WireFusion presentation size (Width x Height in pixels)

To reduce the number of polygons for an object, you can use polygon reduction tools.
The result depends on the surface type and complexity. In 3ds Max, you have two modifiers that can reduce the geometry complexity with limited visual impact:
Optimize: select the model > Modify panel > Optimize > adjusting Face Thresh and
Edge Thresh
or
MultiRes: select the model > Modify panel > MultiRes > Generate > choose the Vert
Percent or Vert Count
MultiRes gives the best results and preserve the object settings such as mapping and
smoothing.

3rd party tools can also be used to optimize 3D models. For example, VizUp
(www.vizup.com) that can be used after exporting the 3D model to VRML and before importing it to WireFusion, or DeepExploration with CADTools from RightHemisphere
(www.deepexploration.com). These two tools are recommended for large files such as
CAD models.

Creating Low Polygon Models

Figure 3: Left: original model (40 000 faces), Middle: Optimize modifier (20 000 faces),
Right: MultiRes (20 000 faces)

To add relief to an object with a level of grey image, use the Displace modifier instead of
the Subdivision Displacement + displacement texture.

A 3D scene with too many objects will slow down the frame rate. To group objects together you should attach them:
Modify panel > Edit Mesh > Edit Geometry > Attach
or You can also collapse the objects together:
Utilities panel > Collapse > Collapse Selected > Single Object

NOTE: An object with too many faces might decrease the performance. Therefore, you have to find a good
balance between object count and polygon count.
NOTE: It is recommended not to use 3ds Maxs group function.

3D Modeling A Guide

Texture Mapping
Do not underestimate the role of texture mapping! A nice texture covers the faces of your 3D
object and brings realism to it. A texture is a bitmap image created in e.g. Photoshop, PhotoPaint, Canvas, PaintShopPro etc. WireFusion supports three image formats: GIF, JPEG and
PNG (24 bits + alpha).

Figure 4: Texture mapping under 3ds Max

Step by Step
1. Select

the faces of the object that you want to texturize:


Modify panel > Editable Poly > Selection > Polygon (or Element)
If you do not specify any face the new material will be applied to the whole object.

2. Open

the Material Editor (Press M). Choose an image in the Diffuse channel.
The following 3ds Max material parameters are supported in WireFusion:
Ambient
Diffuse
Specular (reflection highlight, color only)
Specular level (imported to WireFusion as grey level)
Glossiness
Opacity
2-sided

Texture Mapping

Self illumination (called Emissive in WireFusion)


Texture

Figure 5: Material Editor

3. You

can apply the material to the selection by using drag-and-drop, or by pressing the Assign Material to Selection-button. Now you have to specify how the material (texture)
should cover your faces:
Modify panel > UVW Map
Select the way your texture is projected on the surface.

3D Modeling A Guide

Figure 6: Texture applied on a box

4. You

can use all functions (except Map Channel) to place your texture. You also have the
option to use the Unwrap modifier:
Modify panel > Unwrap UVW

Expert Tips

WireFusion has an advanced and dynamic texture architecture that allows you to replace
a static texture with a GIF animation, Macromedia Flash animation, MPEG movie, or,
even with another WireFusion presentation. If you want to use this feature, then the dynamic texture have to be applied to a separate object (e.g. the screen of a TV set), and
this object should have its own texture coordinates.

You can use the 3ds Max sub-object texture technology. The VRML exporter in 3ds Max
will export each sub-object as an independent object.

An easy way to add a texture to an object is to simply drag-and-drop a file texture from
Windows Explorer to a 3ds Max object.

Even though WireFusion is not limited to any specific texture size, you should always
keep in mind that texture maps should be as small as possible. Large textures will slow
down the presentation and increase initial startup time. WireFusion is not limited in the
proportions of the texture maps either, but we recommend using the power of 2, e.g.
512X128, 256x256 etc. This rule generally improves memory allocation, and speeds up

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Texture Mapping

the presentation. Use for example Adobe ImageReady or Photoshop for image optimization, which have a very effective Save for Web feature.

You can use images with alpha channels to create objects with transparencies. WireFusion supports GIF/PNG (8-bit) transparency channel, and PNG (24-bit) alpha channel.
PNG 24-bit gives the best quality, but the file size is higher.

Most 3D authoring tools support texture baking. In 3ds Max, the Render To Texture
function gives the opportunity to create realistic lighting. You can use both Radiosity and
Light Tracer. The mental ray renderer from mental images can be used to render the
textures.

Using Render To Texture:


1. Set

the lights in your scene

2. Choose
3. Open

the renderer (press 9)

the Render To Texture dialog box (press 0)

4. Select

objects and choose > Output > Add > CompleteMap

5. Specify

JPEG, GIF or PNG as file format in Output > File Name and Type

6. Render.

NOTE: The resulting texture should always be applied to Map channel #1.

Figure 7: Render To Texture module in action

11

3D Modeling A Guide

Lighting
WireFusion offers different possibilities for lighting a 3D scene (or a specific object in the
scene). Flat, Gouraud and Phong modes let you manage dynamic lighting with different light
sources, while reflection mode reflects a map on the objects (specially used to simulate
chromes, or any material with reflections).

Figure 8: A 3D scene with 3 omni lights, in 3ds Max and in WireFusion (bottom)

Step by Step
1. Place

Omni lights around your scene, or FreeDirect lights:


Create panel > Lights > Omni
or
Create panel > Lights > FreeDirect

2. Adjust

the color of your light.

Expert Tips

12

If you do not need to dynamically animate light sources in your WireFusion presentation,
i.e. to dynamically re-position light sources or to animate the colors, then you can render
the lights on the object by choosing Color per Vertex and Calculate on Export when
exporting your scene in 3ds Maxs VRML Exporter.

Lighting

A 3D scene can have multiple light sources. WireFusion imports Omni lights and TargetDirect/FreeDirect lights. The direct lights are converted to Directional lights, which simulate light sources without attenuation and with one direction. It can be used e.g. for sun
simulation. Omni lights illuminates uniformly in all directions from a specific point in the
3D scene.

If your 3D scene has no light sources, then WireFusion automatically add and activate
one Headlight for you, which work as a Directional light.

Translation animations of light sources are supported. Animations of colors have to be


done from inside WireFusion.

Try to use as few light sources as possible (or none), as the shading has to be calculated
for each light and this consumes CPU. In WireFusion, use the Reflection Map shading
option instead of complicated lighting, or use baked textures.

13

3D Modeling A Guide

Cameras
WireFusion can create cameras from any point of view. WireFusion can also import cameras
from an X3D or VRML file. Creating the camera in the 3D authoring tool is important when
you need to animate the camera along a specific spline. If your X3D or VRML file does not
contain any camera, WireFusion creates a default camera for you and positions it at the origin
(0,0,0). This position can be inside an object so you probably have to zoom out in order to
see your 3D model.

Figure 9: Both Target Camera and Free Camera are supported

Step by Step
1. Place

a Free Camera or a Target Camera:


Create panel > Camera > Target Camera
or
Create panel > Camera > Free Camera

2. Adjust

the camera with the FOV (Field of View) parameter. Other 3ds Max camera parameters are not supported.

14

Cameras

Expert Tips

You can create great looking animations by linking a camera or a camera target to a moving object.

You can create translation and rotation animations of cameras.

Target cameras are automatically converted into Free Cameras when exporting to X3D or
VRML.

15

3D Modeling A Guide

Animations
3D animations are not created from inside WireFusion; you create them directly in your 3D
authoring tool. Object translation, rotation, scale and mesh animations are supported, and
you can also animate cameras and lights. The animation data is included in the X3D/VRML
export and is then controlled from inside WireFusion.

Figure 10: Most animation features are exported to WireFusion

Step by Step
1. There

are two different ways of creating keyframe animations in 3ds Max:


Auto Key and Set Key.

2. The

Auto Key mode automatically creates an animation key every time you move an object or change a parameter. Change the position on the timeline to create and play the
animation in 3ds Max.

3. The

Set Key mode works like the Auto Key mode except that you have to force the key
creation by pressing the key symbol (to the right of the Timeline).

16

Animations

4. You

can create links between objects in order to create hierarchical animations:


Click on the Select and Link icon (to the right of the Redo button), then select the child object and drag it to the parent object. The two objects are now linked together; when you
move the parent, the child follow.

5. If

you create characters, you can use bones to control their movements: Create panel >
Systems > Bones, then draw your bones. You can specify the size (width, height, taper) of
your bone to reduce skinning/rigging adjustments. To assign the bones to a 3D model, click
on the model and choose the Skin modifier. Add bones and Edit Envelopes to control the
joints of your animation.

Figure 11: The scene hierarchy is also exported in WireFusion. When you move a parent object all the children objects follow

Expert Tips

The following animations are not supported: texture animation, parameters animation,
Boolean animation, particles animation or any transformation that change the polygon
count of your scene.

In WireFusion you are not forced to play all the animations together, you can play each
individual animation (per object).

When you export an object with bones, you should hide the bones before exporting.

17

3D Modeling A Guide

3D Worlds
WireFusion is capable of displaying both 3D objects (examine mode) and 3D worlds (walk
mode). A 3D world can be e.g. a room, an apartment, an office, a house, a garden, or even a
city. Multi-level worlds can be created and collision detection is supported.

Figure 12: A virtual 3D world

Step by Step
1. Cameras

in 3ds Max are used in WireFusion to set the position and height of avatars.
Place the camera inside the zone you want to visit at the height of a human person. You
can adjust the field of view (FOV) for your camera.

2. In

WireFusion, the avatar can be set to collide with all the polygons of your scene, or with
the objects bounding boxes. Invisible walls can be used to create boundaries in an open
space. However, you should set the opacity to 1 because WireFusion ignore objects with
opacity 0.

3. WireFusion

supports multi-level environments (stages, stairs etc). In Figure 12, the virtual
visitor (=avatar) can go down into the swimming pool. All the polygons of the ground should
be connected (i.e. it should not have any holes) and the step height of a stair should be
proportional to the height of the avatar. This can also be adjusted in WireFusion.

18

3D Worlds

Expert Tips

You can set several cameras in 3ds Max, and then create a path animation between
cameras in WireFusion.

Most virtual worlds are illuminated by texture baking. Therefore, the default shader in
WireFusion for 3D Worlds is Constant.

WireFusion does not support the NavInfo object of the VRML97 Helpers included in 3ds
Max. You will specify the nature of your 3D model (3D Object or 3D World) in WireFusion
while importing your model.

Objects that you use for collision, e.g. stairs, stages and walls should not contain any hole
in the geometry. All the vertices should be welded.

In WireFusion, you can set collision Per Polygon or Per Object. The latter is useful to
improve the collision computing speed when objects contain a lot of faces.

If you want to create a ladder, or some complicated surface for collision, use transparent
objects that simulate the collision.

19

3D Modeling A Guide

Smoothing
Smoothing of objects is a key feature in order to control the appearance of a 3D model.
Smoothing of surfaces can dramatically enhance realism without adding extra polygons to a
model, and often, a manual smoothing assignment is necessary to achieve a high visual level.

Figure 13: Three cones having the same geometry, but different smoothing groups.
Left: entirely smoothed. Middle: no smoothing group. Right: different smoothing
groups

Step by Step
In 3ds Max, you can smooth surfaces in both mesh and poly mode.
1. Select

2. Make

3. In

your object and convert it to Editable Poly.

a selection of polygons that should be smoothed.

the Polygon Properties menu, assign a number (1 to 32) to the selection. All the selected polygons will now belong to a smoothing group, which gives the visual appearance
of smoothing out the polygon edges.

20

Smoothing

4. You

can erase the smoothing group settings by pressing Clear All. This can be useful in
order to reset all smoothing groups of an object before assigning a manual smoothing.

5. Another

way to assign smoothing groups is to use Auto Smooth. This method smoothes
polygons that are connected together with a specific angle. If you auto smooth a complete
model (press CTRL+A to select all polygons) with a crease angle of 20, all adjacent polygons with an angle under 20 will be smoothed.

6. When

you have assigned smoothing groups to a model, and want to include the normals
with the X3D or VRML file, you have to select the Normals option in the export dialog (see
page 26).

Figure 14: Applying smoothing groups

Expert Tips

Smoothing can be used in conjunction with surface subdivision to add more detail to an
object: In the Subdivision Surface menu, select Use NURMS Subdivision and select
Separate By > Smoothing Groups

Using Auto Smooth on all the polygons of a model is normally unnecessary. In WireFusion you can smooth an object using the built-in crease angle function. This will reduce
the size of your X3D or VRML file significantly, as it will not include any normals.

21

3D Modeling A Guide

22

When your 3D model contains vertex (mesh) animations, you can use WireFusions Dynamic Normals feature. It recalculates the normals in every animation frame animation,
giving a more realistic look. This can, for example, be very useful when animating fluids.

Final Check

Final Check
To make sure that your 3D model is properly imported to WireFusion, it is important that you
follow below instructions before exporting your model from your 3D authoring tool to X3D or
VRML.

NOTE: The WireFusion 3DScene object has an update (Replace) function that gives you the opportunity to
reload your 3D model in case you have to change it.

Figure 15: Preparing your model before exporting

When you use modifier functions such as mirror, vertex scalling etc, the geometry displayed after exporeting may diverge from 3ds Max. You might get flipped normals, position bugs and mirror bugs. To collapse all the modifiers and to reset the geometry you
can assign a Reset XForm to all your geometry before exporting:
Utilities panel > More... > Reset Xform
To avoid this step, work in Poly mode, and do not use the Mirror Selected Objects icon,
found in the main toolbar. Use the Mirror modifier instead.

When you create a 3D model that is meant to run in 3D Object mode in WireFusion (i.e.
in Examine mode), you have to center your model to the origin of the axis (called Center
of the Universe in 3ds Max). If your model is not centered, the rotation in WireFusion
may not be centered. To center your model: Select all objects by pressing CTRL+A, then

23

3D Modeling A Guide

move your objects to the center on two different views, for example, in the Top view and
in the Front view.

Make sure to create your 3D model so it is correctly oriented in the 3D space, i.e. make
sure to have a top view of your 3D model in the Top viewport, a front view in the Front
viewport etc. This to ensure correct appearance and navigation in WireFusion.

To display the texture in WireFusion, the exported X3D or VRML file and the textures
should be located in the same folder before importing to WireFusion.

It is not possible to assign or map a texture on an object in WireFusion unless it first has
been mapped in the 3D authoring tool.

If a textured polygon in your 3D model has no texture coordinates, then WireFusion will
not be able to display the materials properly.

If you want to export the whole 3D model, make sure to unhide all sub-objects and objects before exporting.

Make sure that parametric surfaces, 2D splines and primitives are converted to Mesh or
Poly before exporting.

All texture channel maps have to be set to #1. The default channel map for Render To
Texture is #3. You have to change this value to #1 in order to display the texture in WireFusion.

In WireFusion, you can adjust navigation sensitivity to your scene size. You can also rescale your scene before exporting it. This is highly recommended when your scene is too
small (max. dimension < 5) or too big (max. dimension >10 000).
To rescale your scene:
Utilities panel > More... > Rescale World Units > Rescale
Enter a suitable Scale Factor.

Giving the individual objects proper names in 3ds Max can be useful when working with
the 3D model in WireFusion. When you use sub-materials in your scene the object is exported into several objects, e.g. as object01, object02, object03 and so on.

Most of the VRML97 Helpers found in 3ds Max are not supported or needed. However,
the LOD (Level Of Detail) is an exception. LOD is useful to increase the frame rate in 3D
scenes that contain a lot of objects. For example, in a car simulator, LOD can display a
low-resolution model of the car when it is far away from the viewer, and then a more detailed version when the car is approaching. The visual result is the same, but the performance is better.

24

Final Check

Creating a LOD:
1. To

create a LOD for an object you should have different resolutions of the same object. For
example, you can use the MultiRes function to generate low polygon models of your detailed reference object.

2. Modify

panel > Helpers > VRML97 (found in the drop down menu) > LOD

3. Click

and drag in the scene to create a helper object.

4. Click

the Pick Objects button and add the objects with the different resolutions.

5. Select

each object in the list and set a Distance. The distance is the distance from the
camera at which the user sees the selected object.

Figure 16: Level of Detail added to the scene

25

3D Modeling A Guide

Exporting
Once your 3D model is ready, you can export it to WireFusion. WireFusion is capable of importing 3D files in the ISO standard 3D formats VRML (VRML2, also known as VRML97) and
the new X3D format, which is an evolution of the VRML format.

Exporting from 3ds Max


3ds Max has a built-in VRML exporter, but can also be extended with a free X3D exporter.

NOTE: You can download a free X3D exporter for 3ds Max at:
http://darendash.home.comcast.net/MaxExporter.html

Step by Step
1. When

your scene is complete, select File > Export. Enter a file name, and choose
VRML97 as extension type, or choose X3D if you have the X3D plug-in installed. Save the
VRML/X3D file in the same folder as all the textures of your scene.

2. When

the VRML97 Exporter, or the X3D Exporter, dialog opens, make the necessary settings (see below) and press OK to export.

Figure 17: The VRML export dialog

26

Exporting

NOTE: For most situations it works to unmark all checkboxes in 3ds Max VRML export dialog.

Normals
Select only if you have applied smoothing groups on your objects.

Indentation
Not necessary unless you need to edit the VRML/X3D file (in text mode) before importing to
WireFusion. This is not recommended for most users.

Primitives
Not supported in WireFusion. Uncheck this option.

Color per Vertex


Select to export the vertex colors of the geometry.

Coordinates Interpolators
Select if your scene contains vertex animation (morphing and bones). Click the Sample
Rates button to set the sample rates of the animation.

Export Hidden Objects


Select if you want to export the entire scene, even hidden objects. To export a selection of
objects in your scene you may also use the File >Export Selection command.

Flip Book
Creates one file for every keyframe animation in your scene. This is not a useful command for
WireFusion.

Polygons Type
Lists the geometry entity of your scene. Select Triangles (WireFusion automatically converts
other geometry entities to triangles when importing).

Initial View
Select the camera that you want to have as the default camera after importing the 3D scene
to WireFusion (this can be changed from inside WireFusion, if needed). If no camera is visible, add one before exporting.

27

3D Modeling A Guide

Initial Navigation Info


Not supported by WireFusion.

Initial Background
Not supported by WireFusion.

Initial Fog
Not supported by WireFusion.

Digits of Precision
Specifies the coordinate precision (relevant floating number). If you specify less than 4, your
scene may be less precise.

Show Progress Bar


Gives you the option to view a progress bar as the scene is exported.

Vertex Color Source


Gives you the option to choose between the current vertex colors of your objects, or vertex
colors generated during export, based on the current lighting and the objects material. Active
when Color per Vertex is selected (see above).

Use Prefix
This is not needed if you save your 3D model in the same location as your textures.

Sample Rates
Specifies sample rates for animations (Figure 18).

World Info
Not supported by WireFusion

28

Exporting

Figure 18: Sample Rates dialog

Transform Controllers
Specifies sample rates for object animations (move, rotate and scale)

Coordinate Interpolators
Specifies sample rates for vertex animations.

Flip Book
Specifies when VRML files are generated. This is not useful for WireFusion use.

Expert Tips
You can quickly export your scene by unchecking all the options in the export dialog. The
most important options are: Normals (if your scene has smoothing groups) and Coordinates Interpolator if your scene contains vertex animations.

Uncheck the Use Prefix option and makes sure that the VRML/X3D file is exported to the
same folder as all the textures. If you have used textures from different folders, use the
Resource Collector:
Utilities panel > More > Resource Collector
Export all your textures to the folder where you saved the VRML/X3D file.

Before importing your scene to WireFusion you might want to preview your scene in a
VRML97 compliant player, to control the results. For example, in Cortona VRML Client or
Cosmo Player.

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3D Modeling A Guide

Exporting from Cinema 4D


Cinema 4D has a built-in VRML exporter.
Step by Step
1. The

first step is to adjust some settings in the Preferences dialog. Open the Preferences
dialog by choosing Edit > Preferences (or press CTRL+E).

2. Open

the Import/Export section and choose VRML 2 Export. Set the Scale value to 1.
Mark the Save Animation checkbox and set textures to Referenced (Figure 19).

NOTE: You have to save the textures in the same folder as the VRML file.

Figure 19: Cinema 4D Preferences

3. Create

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or open an existing 3D scene (Figure 20).

Exporting

Figure 20: Cinema 4D scene

4. Choose

File > Export > VRML 2 (Figure 21). When the save dialog appears save your
scene in the same folder as the used textures.

Figure 21: Exporting to VRML 2

Expert Tips
It is necessary that all meshes have UV coordinates. After modifying primitives generate
new UV coordinates by converting traditional mapping methods to UV coordinates.
Therefore open the Object Manager (SHIFT+F1) and select a traditional mapped texture

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3D Modeling A Guide

tag and then choose (in the Object Manager) Texture > Generate UVW Coordinates
(Figure 22).

Figure 22: Generating UVW coordinates

Sometimes it is useful to use the Polygon Reduction Deformer (Figure 23). This is a
very good tool, but you have to "freeze" your mesh object (set the current state of the object) because the Polygon Reduction Deformer does not update your UVW coordinates
so you have to generate new ones.

Figure 23: Polygon Reduction

To avoid getting unexpected results in the 3D view of WireFusion you should generate a
camera with your desired position, orientation and field of view in Cinema 4D. If you do
not create at least one camera in Cinema 4D, then make sure that your scene is not as
large as the default primitives in Cinema 4D, which normally measure about 200 m in
each direction.

The cameras that you create in Cinema 4D will not rotate around the world's center in all
directions. If you do not use a camera that is animated and want to rotate a camera
around your scene, you have to create a new camera in WireFusion.

To get a more advanced lighting with shadows, radiosity or Sub Surface Scattering, then
you can bake textures in Cinema 4D (Figure 24). However, you have to apply the generated textures from inside WireFusion.

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Exporting

Figure 24: Baked textures

NOTE: When using baked textures, it is recommended to use Constant shading in WireFusion.

Light settings have to be set in the Color and Brightness area of the General section
(Figure 25). Do not use the light settings in the Details section because they do not have
any influences on the VRML lights. Point lights are supported. Spotlights are not supported.

Figure 25: Light settings

Textures will have to be in the same folder as the VRML file (else they have to be reapplied again from inside WireFusion). Color maps are supported. Alpha maps have to be
applied in WireFusion.

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3D Modeling A Guide

Only meshes are supported, no primitives.

Position, rotation and scaling, for all object types, can be animated. Point Level Animations (i.e. vertex animations) are not supported.

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Exporting

Exporting from Rhino


Rhino, like most other CAD software, is based on parametric surfaces such as NURBS. WireFusion can only handle polygon surfaces, so the NURBS geometry has to be converted to
polygons. This operation is called tessellation, or triangulation.
You can use the command Mesh From Surface to tesselate you NURBS objects. This is specially interesting when you want to affect different tesselation parameters to the objects of
your scene.

Step by Step
1. If

you want to assign the same tesselation factor, then press CTRL+A to select all the objects in your scene.

2. Choose

3. Select

File > Export Selected

VRML as file format, and then select VRML2 in the option window.

Expert Tips
Select Vertex Normals to export smoothing informations (normals). However, mostly it is
not necessary to export normals, as WireFusion has a built-in crease angle function.

Export Texture Coordinates if you want to apply an image over the surfaces of the objects. However, it is often better to assign texture coordinates in a 3D authoting tool, such
as 3ds Max, or similar.

You can switch between 2 different methods to control the tessellation; Simple Controls
and Detailed Controls.

NOTE: the geometry is directly affected by the tesselation parameters, so it is highly recommended to use
the Detailed Controls to generate nice shapes. You can use the Preview button at any time to control the end
results. It is sometimes necessary to use a 3D authoring tool to clean up the resul.

An advice for Rhino users (and most CAD users), export with a high number of polygons,
then use a polygon reducer to optimize your geometry.

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3D Modeling A Guide

***
Publication date: December 14, 2005
The author and the publisher make no representation or warranties of any kind with regard to the completeness or
accuracy of the contents herein and accept no liability of any kind including but not limited to performance, merchantability, fitness for any particular purpose, or any losses or damages of any kind caused or alleged to be caused directly or indirectly from this book.
All rights reserved 2005 Demicron AB, Sundbyberg, Sweden. World rights reserved. No part of this publication may
be stored in a retrieval system, transmitted, or reproduced in any way, including but not limited to photocopy, photograph, magnetic or other record, without the prior agreement and written permission of the publisher.
This product and related documentation are protected by copyright and distributed under licenses restricting its use,
copying, distribution, and decompilation. No part of this product or related documentation may be reproduced in any
form by any means without prior written authorization of Demicron and its licensors, if any.
Trademarks Demicron and WireFusion are trademarks of Demicron AB. Acrobat, Photoshop are registered trademarks of Adobe Systems Incorporated. Java, SunSoft are trademarks of Sun Microsystems, Inc. Windows95, Windows98, Windows ME, Windows NT, Windows 2000, Windows XP are trademarks or registered trademarks of Microsoft Corporation. Pentium is a trademark of Intel Corporation. OS X is a trademark of Apple Computer. All other
trademarks are the property of their respective owners.

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