This geometry converter imports complete 3D Studio files and write them out in whole or in part to other
popular 3d file formats. The converter has been under constant
development since 1993 and hence includes many nuances that allow it to mimick how 3D Studio itself imports .3ds files (such as properly
clamping (u,v) texture coordinates that have invalid ranges).
The .3ds file format was the native file format of the old Autodesk "3D Studio R1-R4" software, which was
popular up to about 1996 before its
successor (3ds max, or 3D Studio MAX) replaced it. Having been around since the very late 1980's, it has grown to become an industry standard for transferring models between 3D programs, or for storing models for 3D resource catalogs (similar in status to Wavefront OBJ as a model archiving file format).
Okino was the first to fully reverse engineer the .3ds file format by 1993 and it became one of the most fundamentally important
converters in our software, along with Lightwave support by 1994. Okino's .3ds importer reads in and converts every aspect of a 3D Studio file including all geometry (+ proper smoothing group recognition and processing), all camera and object animation data (plus the ability to animate 'instances' of 3D Studio objects), all material attributes (including the proper translation of edge fall-off transparency), lights, cameras, view data, background color schemes and all other auxiliary data from a .3ds binary file. In addition, it handles all (u,v) texture coordinates and uniquely imports all of the 3D Studio texture mapping methods (2 texture color maps, bump maps, opacity maps, shininess maps, automatic planar & cubical environment maps, spherical environment maps and luminosity maps).
The converter is machine independent and does not depend upon the any third party file format library. Versions 1 through 4 of the .3ds
file format are accommodated. It can also read in data from a 3D Studio .prj (project) file and a .mli (material) file.
Dialog Box Options
Compute Normals Using Assigned Smoothing Groups
If this checkbox is check-marked (the default) then vertex normals will
automatically be computed based on the smoothing information associated with
each object in the 3D Studio file. This smoothing operation will allow the
imported objects to appear smooth when rendered. If this checkbox is
un-checked then no smoothing will be performed resulting in objects which
appear to be flat shaded when rendered.
Report Statistics About the Geometry File
If this checkbox is check-marked then parsing statistics will be displayed in
the message window after the 3D Studio file has been imported.
Print Warning Messages
If this checkbox is check-marked then warning messages from the 3D Studio
file parser will be printed out to the message window.
Output Parsing Information to File 'debug3ds.txt'
If this checkbox is check-marked then the contents of the 3D Studio binary
file will be verbosely described and output to the file 'debug3ds.txt'.
Selective Loading
The following checkboxes allow all or only some parts of the 3D Studio file
to be loaded:
Cameras
If checkmarked, then camera definitions will be loaded in from the 3D Studio
file.
Lights
If checkmarked, then lights will be loaded in from the 3D Studio
file.
Render Options
If checkmarked, then the background render options (colors, bitmaps,
etc.), the depth-cueing parameters and the fog parameters will be loaded.
Materials
If checkmarked, then the material definitions will be loaded in from the
3D Studio file.
Objects
If checkmarked, then all mesh data will be loaded in from the 3D Studio
file.
Animation Data
If this checkbox is enabled then all the object and camera animation keyframe data from the
3D Studio file will be imported into the program at which point it can be
interactively viewed and/or exported to other file formats.
features.
Hierarchy and Animation Keyframe #0 Data
If checkmarked, then all the hierarchy and pivot point information will be loaded
in from the 3D Studio file. In addition, animation data from the first
keyframe will be loaded and applied to the objects and cameras so that they are positioned
properly in space. If this option is un-checkmarked then no hierarchy
information will be loaded (all objects will be attached to a single null node).