// Tokens: // 'CHK' = Place a checkmark // 'NOCHK' = Don't place any checkmark // NOTE: Don't uses spaces between the "|" and the NOTES/CHK/etc tokens // // // ----------------------------->>>> Header Line // 3D Export File Format| Extension | Mat | Hier | u/v | VC | L&C | NURBS | Anim | Skel | Skin 3D Studio R1-R4 | .3ds | CHK | CHK | CHK | NOCHK | CHK | NOCHK | CHK | NOCHK | NOCHK NOTES-START
The export converter writes out the scene database to a 3D Studio file including mesh data, smoothing group information, material attributes, bitmap references, viewport configurations, cameras, lights, and camera plus object animation data (where appropriate). It also provides for automatic bitmap conversion during file export.
This converter outputs almost every possible 3D Studio file attribute. For materials, a partial list includes all texture maps (texture # 1, texture # 2, reflect map, bump map, shininess map and opacity map), automatic planar & cubical environment maps, transparency values, phong values and shading modes (flat to metal). Note: the converter also does shading parameter matching so that, for example, colors and textures read in from LightWave will be rendered fairly closely when exported to 3D Studio. Other exported attributes include view port settings, atmospheric effects and background color schemes. Geometry hierarchy, geometry attributes and the first keyframe of the animation section is output.
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) 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).
Please do not confuse the .3ds format with the 3ds Max .max format. You will find throughout the 3D industry that some companies refer to .3ds as the "3ds Max file format" but this is not true. The native file format of 3ds Max is the .max format, whereas .3ds is just a legacy import/export file format ported over to 3ds Max by Tom Hudson during the transition from 3D Studio R4.
Suggestion: Do not use the .3ds format to transfer data to/from 3ds Max (especially for huge CAD datasets). There are many people who continue to do this. The best method is to use the directly integrated PolyTrans-for-3dsMax plug-in system.
Note that the .3ds format is no longer an ideal file format as it once was. The .3ds format has several serious shortcomings, many of which probably stem from the fact that 3D Studio R1 grew out of Tom Hudson's mid-80's "CAD-3D" on the Atari platform:
Please note that it is not possible to import or export .max files directly from inside the NuGraf or PolyTrans stand-alone software itself (see below for explanation); The .max file format is not a pure 3D file format (as is the .3ds file format) but rather it contains a "state snapshot" of how the various plug-in modules with 3ds Max interact with each other to produce the final displayed mesh model.
In order to read/write .max files we must run PolyTrans directly inside 3ds Max itself. This is because we need to have 3ds Max evaluate its "stack" of plug-in modules that operate on the base mesh. The evaluated output mesh is then sent to PolyTrans. Vice versa, we need to gain access to the core of 3ds Max to import data from PolyTrans and save it to the 3ds Max internal database.
Please note that these special plug-in modules operate INSIDE 3ds Max itself and not inside the stand-alone NuGraf or PolyTrans software. These modules are NOT to be placed in the Okino 'vcplugin' directory.
If you wish to transfer data from NuGraf, PolyTrans or Maya to 3ds Max, execute those programs and save out an Okino ".bdf" file. Now load in the .bdf file via the PolyTrans-for-3dsMax plug-in system. NOTES-END Acclaim Motion Capture | .amc, .asf | NOCHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK | CHK | CHK | NOCHK NOTES-START This export converter writes out motion capture data in the Acclaim (.amc and .asf) file format. This file format describes animated skeletons in terms of bones, hierarchy and angle constraints. NOTES-END Alias Triangle | .tri | CHK | NOCHK | CHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This geometry export converter writes out Alias triangle binary files which can be read into Alias Power Animator/Studio/AutoStudio/Designer. This is an old file format from the early 1990's; however, history has shown that there are still some programs which can import/export this file format.
These files basically just contain raw geometry data in triangular format with normals/colors/texture-uv coordinates per vertex. In addition the file contains the texture filename associated with each polygon and the structure of the file describes the hierarchy of the original scene. NOTES-END Apple 3DMF (Quickdraw-3D) | .3dm, .3dmf | CHK | CHK | CHK | CHK | CHK | NOTE | NOCHK | NOCHK | NOCHK NOTES-START
The 3DMF file format was created by Apple Corp. in the early to mid 1990's as the standard file format for their QuickDraw-3D real time graphics library (which was competing with early versions of DirectX and the .X file format from Microsoft around that time). It was quite an amazing file format for the time, verbose and rich with primitives, attributes and other elements. It appeared that this would become the dominant file format for the 3D industry (as was .3ds and .obj up to that time). The 3DMF file format was primarily used by the Mac-based 3D programs of the time (Strata, Infini-D, RayDream Designer, etc) and waned in popularity probably due to the non-conformity of 3DMF files written and read by these programs. However, the 3DMF file format is still used today by Artifice's Design Workshop program, and used as the primary file format for the Great Buildings WEB site.
¥ = Trim curves are not output, just the NURBS patches.
This geometry export converter writes out Apple QuickDraw 3D binary and ASCII files. It exports:
An overview of its salient technical features can be read here.
Refer to the following main documentation:
Since mid-1998 Okino has been the primary provider of professional 3D conversion solutions to MAXON Computer's popular CINEMA-4D animation program (a short historical overview of CINEMA-4D can be found online here). We understand the conversion requirements of CINEMA-4D customers very well and have amassed a large mutual user base of CINEMA-4D customers. NOTES-END COLLADA | .dae | CHK | CHK | CHK | CHK | CHK | NOCHK | CHK | CHK | CHK NOTES-START
Okino provides the main, professional implementation of the COLLADA file format in this exporter system. It is a full featured and well implemented exporter to the COLLADA .dae file format. It supports a variety of 3D geometry output choices, hierarchy, skinning + skeletons, materials, textures, meta data and animation.
An overview of its salient features can be read here.
Please refer to the corresponding COLLADA importer. NOTES-END DirectX | .x | CHK | CHK | CHK | CHK | NOTE | NOCHK | CHK | NOTE | CHK NOTES-START
This export converter writes out ASCII and binary DirectX (.x) formatted files. Mesh data (with vertex normals, vertex uv texture coordinates and vertex colors), materials, texture references, hierarchy and object animation are all exported. In addition, vertex weights used for mesh/skeleton deformation skinning are exported. Automatic bitmap file conversion is done to the PPM and BMP file formats.
¥ = The DirectX file format has no support for lights or cameras.
¥ = DirectX is very much associated with bones and skinning but it has no explicit "bone" primitive. Any hierarchy node in the DirectX file format can act as a bone, just as it occurs in the Softimage dotXSI file format. PolyTrans has very strong and robust support for exporting skeletons and mesh skinning information from various source 3D file formats and animation packages.
The main features include:
If the file is written using the POLYFACE MESH option then there is no need to weld the geometry data when the DXF file is read into another program (since the data output to the DXF file will be automatically welded by this converter).
DWG format, up to the most recent release, is provided in the Okino CAD/Pack license. The base-level Okino software only supports up to DXF R12 (ASCII).
Electric Image FACT
(also good for Form/Z) | .fact | CHK | CHK | CHK | CHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This export converter writes out raw FACT files to the Electric Image animation system (now called 'Universe'). FACT files are also a common format to move scene data in and out of the Form/Z modeling program.
Please note: if you wish to export animation data to Electric Image Universe then use the LightWave export converter file format.
Features of the export converter:
Okino was the first professional conversion company to fully implement the FBX file format from its get-go, long before most people even heard of the file format.
This geometry export converter writes out Autodesk FilmBox Files (FBX). This export converter supports meshes, NURBS surfaces, spline shapes (converted to meshes or NURBS surfaces), lights, cameras, materials, automatic bitmap conversion, skeleton (bones) and mesh deformation skinning, object animation, camera animation, light animation, material animation and more.
Statistically, the Okino FBX exporter has been primarily used for moving data into the Unity 3D gaming engine. If you are exporting data into 3ds Max or Maya then please use Okino's PolyTrans-for-3dsMax or PolyTrans-for-Maya software.
Please refer to the corresponding FBX importer. NOTES-END HOOPS HSF (WEB Streaming) | .hsf | CHK | CHK | CHK | NOCHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This geometry utility saves out the database to the HOOPS Stream File (.hsf) file format. The HOOPS Stream File (HSF) file format allows highly compressed files containing 3D data and bitmap images to be streamed over Internet connections of any bandwidth. The HOOPS Stream File (HSF) format is a robust, customizable and highly compressed 2D/3D visualization format specifically tailored to the needs of displaying 3D model and scene data. Through its rapid widespread adoption and open, published nature, HSF is fast becoming a ubiquitous medium for applications to share visual data and for end users to publish and store their visual data.
Advantages of publishing to the HSF Web streaming file format:
Please also refer to Okino's extensive and popular DWF-3D conversion system which can be used to output .dwf files for viewing with Autodesk's "3D Design Review" software and with other WEB-centric and iPad-centric file viewers. NOTES-END Lightscape | .lp | CHK | NOCHK | CHK | NOCHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This export converter writes a Lightscape preparation file (.lp) containing all geometry, lights, and material attributes needed to render the scene within the Lightscape Visualization System. Even complicated scenes can be exported quickly and usually require only minimal adjustment from within Lightscape before they can be fully rendered. Lightscape is now owned by Autodesk and integrated into some of their software packages.
The main features of the exporter include:
The following information is output to the object and scene files:
Features of this exporter:
The PLY format is NOT intended to be a general scene description language, a shading language or a catch-all modeling format. This means that it includes no transformation matrices, object instantiation, modeling hierarchies, or object sub-parts. It does not include parametric patches, quadric surfaces, constructive solid geometry operations, triangle strips, polygons with holes, or texture descriptions.
Typically, PLY files are associated with 3D scanning and object reconstruction.
Please refer to the corresponding PLY importer. NOTES-END POV Ray 2.0 & 3.0 | .pov | CHK | NOCHK | NOCHK | NOCHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This geometry export converter writes out the lights, cameras, materials and geometry to a Persistence of Vision Ray Tracer (POV-Ray) geometry file, version 2.0 or 3.0 file format. It would not be considerded a 'key aspect' of Okino software in any regard.
Many attributes will be output to a POV-Ray material definition, such as the finish attributes (shininess, ambient, diffuse, specular, index-of-refraction, phong values, etc), the pigment color, and an optional 2d bitmap texture link. The resulting file should be "render ready" with no tweaking necessary to create a useable output image (in particular, the lights and camera will not have to be tweaked); however, due to the fact that POV's file format does not accept (u,v) texture coordinates you may have to adjust the default spherical texture projection output by this export filter. NOTES-END Pro/Engineer "Render File" | .slp | CHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This geometry export converter writes out the 3d database to an ASCII formatted 'SLP Render File' which can be read by such programs as PTC's Pro/Engineer. It would not be considerded a 'key aspect' of Okino software in any regard. NOTES-END Renderman RIB | .rib | CHK | NOCHK | CHK | CHK | CHK | CHK | NOTE | NOCHK | NOCHK NOTES-START This geometry export converter writes out the scene database to a RenderMan RIB v3.1 compliant ASCII file which can then be read into other programs, or more likely, be sent off to PIXAR's RenderMan renderer or the BMRT renderer. The converter exports meshed geometry (with proper segmentation so that shaders are assigned properly), trimmed NURBS, bicubic patches, cameras, lights, embedded material definitions, texture creation commands and animation of frames. Automatic bitmap conversion or filename extension renaming is also performed.
The converter writes out a full RIB specification that can be read into a RIB compliant renderer and rendered immediately. The converter primarily outputs optimized indexed polygon arrays using the "PointsPolygon" and "PointsGeneralPolygons" primitives but will also output fully trimmed NURBS patches and (non-trimmed) bicubic patch primitives directly. For your information, Renderman renders trimmed NURBS patches incredibly fast! Camera and object animation data can also be output; a Renderman 'Frame' is output for each frame in the scene, with each frame containing the cameras and geometry translated to that frame's time.
¥ = Keyframe animation will be handled by evaluating the scene at each frame and outputting multiple RIB files, or one RIB file with all frames in it. NOTES-END //RenderWare/ActiveWorlds | .rwx | CHK | NOCHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK //NOTES-START //This export converter writes out the scene database as triangle meshes along with their associated material definitions that are defined in the converter's database. The converter can also automatically convert all referenced bitmaps (in the source 3D file) to a 2D bitmap format supported by Renderware. The Renderware file written is an ASCII .rwx file containing the 3D scene as a Renderware script. These files are typically used in conjunction with real-time 3D software developed by Criterion Software Ltd. (http://www.csl.com), namely the Renderware API and related software. // //
Attributes exported to the Renderware file include (u,v) texture coordinates, vertex normals, surface materials and texture references. Hierarchy information in the source 3D database is preserved in the structure of the Renderware file. //NOTES-END Rhino-3D/OpenNURBS | .3dm | CHK | NOCHK | CHK | NOCHK | CHK | CHK | NOCHK | NOCHK | NOCHK NOTES-START This export converter saves out the database to the OpenNURBS .3dm file format. This is the main file format used by the Rhino-3D NURBS modeling package by Robert McNeel and Associates.
The following data is exported to the OpenNURBS .3dm file format:
One primary use of this export converter is to take 3D asset data into the Adobe Director program. The .sw3d files can be imported as 3D assets.
Note: the Shockwave-3D file format has more or less been obsolete since 2002 when Macromedia and Intel abandoned the file format. A few years later Intel would push it upon Adobe as the file format of their 3D PDF (U3D) format. The full history is outlined on the Okino U3D exporter page. NOTES-END SketchUp | .skp | CHK | CHK | CHK | NOCHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START Okino's professional SketchUp conversion system intelligently and robustly creates native SketchUp files from almost every 3D CAD, DCC, animation and VisSim program.
SketchUp is a popular 3D design product originally developed by @Last Software (http://www.sketchup.com) and now owned by Trimble, Inc. Okino recognized the growing popularity of SketchUp (well before it was purchased by Google and then Trimble) and as such we worked directly with the original SketchUp developer to create the very first set of independent, professional and fully compliant SketchUp 3D converters outside of the SketchUp program itself. Okino's SketchUp conversion system is used throughout the 3D production world by everyone from Disney to LucasFilm to Sony Productions to NASA and many people just like yourself. It handles all the complex problems faced by converting generic datasets into the SketchUp, and especially when dealing with CAD datasets.
Please refer to the corresponding SketchUp importer. NOTES-END StereoLithography | .stl | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This geometry export converter writes out the 3d database to an ASCII formatted or binary formatted 'StereoLithography STL' file which can be read by many CAD/CAM related software packages. NOTES-END Strata StudioPro v1.75 | .vis | CHK | CHK | NOCHK | NOCHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This geometry export converter writes out a Strata StudioPro v1.75 compatible object file, complete with all meshes, surfaces, 2d textures, lights, cameras, texture maps, material attributes, hierarchy and embedded bitmap images. In addition, MacBinary information can be inserted into the file to make it readily useable in MacOS.
The Strata v1.75 file format does not accept uv texture coordinates or vertex colors. NOTES-END trueSpace v2-v6+ | .cob, .scn | CHK | CHK | CHK | NOCHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START
This geometry export converter writes out a trueSpace compatible object or scene file, complete with all geometry and material attributes.
The following geometry information is output to the file:
In addition, complete trueSpace materials are output to the file including:
Okino's mirror set of U3D import and export converter modules are two of the most well developed and feature rich converter modules available for handling U3D files. U3D files are most often associated with the 3D models which are embedded in Adobe® PDF files.
This export converter saves out files in the U3D file format, including meshes, materials, hierarchy, lights, cameras, animation, skeletons (bones) and skinned meshes. The Adobe® Acrobat® PDF viewer does not support all of these entities, particularly skinned meshes. Once a U3D file has been created it can then be embedded into Adobe Acrobat PDF files using the Adobe Acrobat® Pro program.
An overview of its salient technical features can be read here.
Okino also has a long history involved with the U3D file format. U3D has quite a tainted history in the development community. It was derived from the old Intel IFX 3D gaming toolkit of the 1990's and forced upon developers as the Macromedia 'Shockwave-3D file format' in 2000. The Shockwave-3D format was abandoned in 2002 and then it resurfaced in 2004 when Intel forced it upon Adobe as the 3D file format to use within 3D PDF files (instead of Adobe using the better X3D file format). With the IFX toolkit being so buggy, Okino spent much of 2004 through to 2007 debugging the IFX toolkit and creating the main, defacto implementation of the U3D import/export converters.
NOTES-END Viewpoint VET | .vet | CHK | CHK | CHK | NOCHK | CHK | NOCHK | CHK | NOCHK | NOCHK NOTES-START This export converter outputs clean files to the Viewpoint "VET" 3D streaming file format (VET = Viewpoint Experience Technology). This file format was also previously known as Metastream 3 (MTS3). Over a year of development by Okino staff has lead to a high quality and robust VET exporter with dozens of options and many built-in features which will create dependable VET models (such as auto-scaling of the scene, automatic texture map resizing for minimal .mts file size, and much more). You can use the exported VET models immediately within your WEB pages or load them into Viewpoint's "Scene Builder" application for further material editing (such as applying custom light or texture maps).
VET is a popular 3D file format used to stream 3D data across a network, in particular the Internet. A key benefit of VET is its ability to download low resolution models initially, then dynamically increase the resolution of the model over a period of time by sending more polygon vertex information. This exporter was developed over a long period of 11 months at Okino, with close developer relations with the Viewpoint VET development team; it ties in very closely to the Viewpoint VET SDK and utilizes many features/tweaks in order to convert any form of 3D data into the Viewpoint VET format (.mts data files and .mtx scene files) for proper and optimized rendering in a Viewpoint VET viewer. NOTES-END VRML1, VRML2, Inventor2 | .wrl, .iv | CHK | CHK | CHK | NOTE | CHK | NOCHK | NOTE | NOCHK | NOCHK NOTES-START
This export converter outputs clean and detailed files to the VRML 1.0, VRML 2.0 (VRML 97) and a sub-set of the Open Inventor v2 file formats. VRML is an ASCII file format for describing 3d scenes which is primary used in interactive virtual reality applications.
You should be made aware that VRML 2.0 is a very good and generic format to transfer data to other 3D programs (ahead of the .3ds (3D Studio) and .obj (Wavefront OBJ) file formats) if you cannot move data in a native form.
Features of the VRML 1.0/Inventor v2 export converter include:
In addition the following is output when VRML2 format is selected:
¥ - The Wavefront OBJ file format does not have support for hierarchy, vertex colors, animation, lights, cameras, skinning or other more common scene file contents.
The Wavefront file format is quite robust and is a popular format used to transfer entire object geometries between 3D packages.
No hierarchy information is output since the .OBJ file format has no methods to describing hierarchy; each sub-object of a hierarchy will nonetheless be exported as a unique group whose name's match the original object names in the internal database hierarchy. NOTES-END X3D | .x3d | CHK | CHK | CHK | CHK | CHK | CHK | CHK | NOCHK | NOCHK NOTES-START Okino's X3D exporter (and corresponding importer) are one of the first set of production-quality X3D and Classic VRML converters to come to market, just as Okino had provided the first industry standard set of re-purposing converters for VRML1 and VRML2 in 1996 and 1998 respectively (and which are still two of our most popular file formats today, a decade later). They were developed in full cooperation with the Web3D Consortium and the U.S. Navy.
"X3D" is the next generation standard, a superset of the VRML2 specification. It is an Open Standards XML-enabled 3D file format to enable real-time communication of 3D data across all applications and network applications. It has a rich set of features for use in engineering and scientific visualization, CAD and Architecture, Medical visualization, Training and simulation, multimedia, entertainment, educational, and more. Where VRML1 and VRML2 dominated the 3D market for the last decade, it is expected that X3D will become the successor and replacement for the next decade. More information about the X3D file format and initiative can be found at www.web3d.org.
As mentioned by Robert Lansdale, President & CEO of Okino, "I would like to impress on our Okino customer user base the importance of this new generation of X3D import/export converters. Almost every month a new 3D file format is introduced to the market, often because the developers of the file format do not believe that existing file formats are acceptable. Typically this is internally motivated by company politics or the common 'not invented here' mentality. The current 3D market is becoming glutted with an overabundance of similar 3D file formats, yet that does not need to be the case. One of the longest standing and most successful 3D file formats since 1996 has been VRML2, as it was designed to be an extensive, open and standards-based data transfer file format. VRML2, and its new X3D XML-based successor, are stable and well established file formats that will most likely outlast many of today's existing 3D formats. Okino's customers have had great success with our bi-directional VRML 1+2 conversion pipelines since the 90's and hence we decided to collaborate with the Web3D Consortium and the US Navy to extend these capabilities to include production-quality X3D and Classic VRML support. VRML2 and X3D are very verbose file formats, with many nuances, which made the implementation and testing of our second generation converters very time intensive." NOTES-END XAML-3D and free viewer | .xaml | CHK | CHK | CHK | NOCHK | CHK | NOCHK | CHK | NOCHK | NOCHK NOTES-START The Okino XAML exporter acts as a middleware tool. It imports from almost every major 3D CAD, DCC and VisSim file format, then optimizes/reduces/composes the scene data, after which the scene data is exported cleanly out to an ASCII .xaml file. Downstream UX authoring programs then import the 3D XAML files to compose a .NET user interface.
For example, this exporter can take complex 3D scenes from Maya, 3ds Max, CINEMA 4D, Maya, Softimage, Lightwave, all major CAD assembly formats, (and many other 3D programs), turn them into compliant XAML files, then use them for Microsoft Windows button creation, hit targets, form controls, and much more in a downstream UX design program.
As part of Okino's long term commitment to Microsoft's XAML initiative, we have developed a very nice and useable 2D/3D XAML viewer which is being made available to the XAML community for free. We have spent several years working with XAML and during that time we had found it quite difficult to (1) easily locate the known free XAML viewers via Google, (2) find one which implemented the features we required as part of our critical 3D data translation work. NOTES-END XGL | .xgl | CHK | CHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This geometry export converter writes out ASCII XGL formatted files as well as their ZGL compressed equivalents. Triangular mesh data (with vertex normals and vertex uv texture coordinates), material properties, embedded texture images and object hierarchy are exported from the XML-style XGL file.
The XGL file format is most often used to convey data from several CAD packages into Okino software (such as SolidWorks, Solid Edge, Autodesk Inventor, etc). This exporter can be used to convert all of the Okino supported import file formats to the XGL format, which can then be subsequently used in RealityWave WEB-based viewing and collaboration products. NOTES-END