// 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 Import 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
Note: 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 back in 1993 and 1994. DO NOT use the .3ds file format to convert to/from 3ds Max but rather use Okino's dedicated PolyTrans-for-3dsMax plug-in system for 3ds Max.
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).
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.
However, .3ds 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:
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).
As much as the .3ds file format is dated, you will find that the import of .3ds data into Okino software is one of the most reliable, robust and
highly refined import pipelines available (from meshes right up to all of its animation data).
3ds Max (via PolyTrans-for-3dsMax
native plug-in system) | .max | CHK | CHK | CHK | CHK | CHK | NOCHK | CHK | CHK | CHK NOTES-START PolyTrans-for-3dsMax is to be considered one of Okino's "main software programs" which are utilized by a high percentage of Okino customers. As of the mid 1990's it became the first and still primary, professional conversion system for 3ds Max users. It allows all of the Okino 3D file formats to be accessed directly inside of 3ds Max. This is the only formal method by which the .max file format can be read/written by the NuGraf/PolyTrans software.
Please note that it is not possible to import or export .max files directly from any program in the world except for 3ds Max itself. This has been a highy confusing issue for non-3dsMax program owners since 1994. 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.
If you do not own a copy of 3ds Max then please have someone load a .max file into 3ds Max and export out either a .fbx, .3ds file or a .wrl (VRML2) file (VRML2 is always preferable). These can then be easily loaded into your copy of PolyTrans. Better yet, if that person owns a copy of PolyTrans, have them install the special PolyTrans plug-in module to 3ds Max and then export out an Okino .bdf file for you to load into your copy of PolyTrans.
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 a 3ds Max .max file to NuGraf or PolyTrans, execute 3ds Max and export a scene file as an Okino ".bdf" file then execute NuGraf or Polytrans and load the .bdf file. The reverse direction can also be done by importing a .bdf file into 3ds Max. NOTES-END Acclaim Motion Capture | .amc, .asf | NOCHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK | CHK | CHK | NOCHK NOTES-START This import converter reads in motion capture data from 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 | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This geometry import converter reads in Alias triangle binary files which can be output from 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 | CHK | 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). Okino was quick to jump into the development of its 3DMF importer (and then exporter) in 1995, but in the end the importer would end up being one of the most daunting to develop due to non-conformality of 3DMF files written by the 3D packages of that time (it is an open file format that uses 'containers' to allow semi-free-form file layout). 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 (Okino's importer was actually heavily developed for about 2 years to handle all of these different variations). 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.
This geometry import converter read in Apple QuickDraw 3D binary and ASCII files. It imports geometry, hierarchy, inherited state attributes (including texture (u,v) coordinates, U/V tangent vectors and normals), lights, cameras and embedded bitmaps (which are displayed onscreen during the extraction process).
Supported attributes include, but are not limited to:
Sub-attributes are supported including: ambient coefficient, diffuse color, highlight state, vertex normal, shading (u,v), specular color, specular control, surface tangent and transparency color.
QuickDraw 3D files allow bitmap texture images to be stored within the object file itself rather than externally. This converter extracts these embedded images and stores them on disk as TIFF files. NOTES-END Biovision Motion Capture | .bvh | NOCHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK | CHK | CHK | NOCHK NOTES-START This import converter reads in motion capture data from the Biovision .bvh file format. This file format describes animated skeletons in terms of joints, hierarchy and angle constraints. NOTES-END CINEMA 4D | .c4d | CHK | CHK | CHK | NOCHK | CHK | NOCHK | CHK | CHK | CHK NOTES-START Okino's CINEMA 4D import conversion system intelligently and robustly converts MAXON CINEMA-4D .c4d files into a plethora of professionally supported 3D export file formats and programs. It is a major technological advancement for CINEMA 4D users as it overcomes all the old limitations and problems with the free, built-in 3D converters which come with the CINEMA 4D program. Technically, this is the first professional conversion program which can read and write to the .c4d file format (some people may be confused of other programs which support CINEMA-4D v6 format but that has been obsolete since 1998).
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
The is one of Okino's key DCC/Animation import converters which allows COLLADA .dae files to be loaded from any program which saves out COLLADA compliant files of the correct version and formatting.
Support is provided for polygonal mesh data with attributes (normals, vertex colors, uv texture coordinates and UV tangent vectors), 3D lines+linestrips+splines (linear and Bezier curves), skinned mesh and skeletons (mesh deformation via skinning), object + camera + light animation data, material data, texture maps and special 'extra' tag recognition.
Please refer to the corresponding COLLADA exporter. NOTES-END DirectX | .x | CHK | CHK | CHK | CHK | NOCHK | NOCHK | CHK | CHK | CHK NOTES-START The .X file format is the basic geometry format used by Microsoft's DirectX-3D real time rendering engine and it quite prevalent and popular in the 3D game development market. From our own recollection of history, RenderMorphics from the U.K. was one of the first and best real-time gaming engines in the early 1990's and thus was bought out by Microsoft; that technology was renamed and became Direct-3D. The .X file format followed from that point onwards. Okino was probably one of the first companies to pester Microsoft to gain access to the .X file format specification, which ultimately led to our full .X exporter released in 1996. We had great hopes for the evolution of the .X file format but it never matured beyond its rudimentary support for meshes, basic material colors, hierarchy (and later) mesh skinning (probably because the 3 RenderMorphics originators left Microsoft, as told to Okino by the same 3 RenderMorphics developers). Nevertheless, we consider the .X file format a widely accepted industry standard for basic mesh models.
This import converter reads in 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 imported. In addition, vertex weights used for mesh/skeleton deformation skinning are imported and can be played back or re-exported via PolyTrans.
The DirectX file format does not have support for lights, cameras or NURBS. It also has rudimentary material and texture mapping support. NOTES-END DXF R12 | .dxf | CHK | NOCHK | NOCHK | NOCHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START If you wish to import from the most recent versions of the DXF and DWG file format (including embedded ACIS solids) then please use Okino's DWG import converter available in the "CAD/Pack" add-on. The base-package only provides support for DXF R12, which would be a viable option for anyone exporting this version of DXF from any CAD program.
DXF can be considered the 'lowest common denominator' for 3D data file translation. DXF (ASCII) and its binary cousin (DWG) are the standard and native file formats of Autodesk's AutoCAD program. It has a very long history, starting in the early 1980's. Many 3D programs and modelers have some level of basic DXF import and export support, so if all else fails you can transfer mesh data to/from these programs using DXF (DXF does not support uv texture coordinates, vertex colors, materials, lights, texture maps, animation, etc.; just basic mesh geometry data).
Please note: it is technically better to source from an Autodesk CAD program using DWF-3D file format and Okino's DWF-3D import conversion system (which is part of the CAD/Pack license) rather than to use the DXF or DWG file formats. NOTES-END Electric Image FACT | .fact | CHK | CHK | CHK | CHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This import converter reads in raw FACT files from 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.
The following are some of the features of this import converter:
The ShapeFile format was defined by Environmental Systems Research Institute, Inc. (ESRI) for storing simple vector data elements, most often used for GIS datasets and GIS flat maps. NOTES-END FBX | .fbx | CHK | CHK | CHK | NOCHK | CHK | CHK | CHK | CHK | CHK NOTES-START This geometry import converter reads in Autodesk FBX files. This import converter allows support for all major features in FBX files including support for polygon meshes, NURBS patches, bicubic or linear patches, geometry hierarchy, lights, cameras, animation and mesh skinning:
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. Okino is the only company to support the full legacy family of FBX variations, including the v5 (Kaydara), v6 (Alias) and v7 (Autodesk) versions of FBX, on the 32-bit and 64-bit platforms (even though v5 is purely a long-dead 32-bit-only format). This is handled in a most unique manner, by shipping 3 completely different FBX importers, one for each variation of the file format.
If you are importing data from 3ds Max or Maya then please use Okino's PolyTrans-for-3dsMax or PolyTrans-for-Maya software. When importing from AutoCAD, Navisworks, Revit or Inventor please use Okino's native DWF-3D importer or native Inventor importer.
Please refer to the corresponding FBX exporter. NOTES-END //GameExchange2 (Mirai) | .gof | CHK | CHK | CHK | CHK | CHK | NOCHK | CHK | NOCHK | NOCHK //NOTES-START //This geometry import converter reads in Game Exchange v2.0 ASCII files. Game Exchange was originally developed and maintained by IZware, and Nichimen prior to that. The GameExchange file format is rich with content and this import converter handles the most important aspects of such content, such as geometry, instancing, materials, textures, lights, cameras and a subset of keyframed animation. //NOTES-END Houdini (geometry file) | .geo | CHK | NOCHK | CHK | CHK | NOCHK | CHK | NOCHK | NOCHK | NOCHK NOTES-START This import converter reads in Houdini GEO files. Houdini is a popular, high-end 3D effects and animation program. The importer handles ASCII GEO files This importer was developed over a period of several years, with help and feedback on its implementation coming from Side Effects (Toronto), the developers of Houdini.
The preferred methods to interface with Houdini in this day and age is either with the Okino FBX import and export converters, or via the Okino Collada import and export converters. NOTES-END Illustrator (Adobe; 2D curves) | .ai | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This is a rather different and unique import converter in the long list of Okino importers. This converter can be used to import high quality 2D vector spline shape data from such page design programs as Adobe Illustrator, CorelDraw, Micrografix Designer, or any other 2D design package which can output Adobe Illustrator (.ai) vector files.
For example, this .ai import converter can be used to import 2D vector logos, 2D text, bezier and linear spline shapes, and have them converted into a 3D polygonal representation ideal for instant rendering in a 3D software rendering package, or for subsequent export to another file format.
Thus, ideal uses of this import converter include:
The VRML 1.0 file format is a direct sub-set of the SGI Inventor 2.0 file format, hence this import converter can equally handle VRML 1.0 files as an added benefit. A full list of features is provided here. NOTES-END LightWave | .lwo, .lws | CHK | CHK | CHK | CHK | CHK | NOCHK | CHK | NOCHK | NOCHK NOTES-START This geometry import converter reads in LightWave binary object files (.lw) and ASCII scene files (.scn). It is a very complex converter, and one of the most developed in PolyTrans since 1994. This LightWave importer, and its corresponding exporter have long been two of the most important converters in PolyTrans and NuGraf for many of our dedicated game development, animation and content development users. These converters, for example, allow data to be moved from LightWave, into 3ds Max, and back again with little or no degradation in scene content (including hierarchy, object and camera animation, bones and skinning, automatic bitmap conversion and so forth).
The converter is actually composed of two distinct sub-converters: a LightWave v4-5.6 importer, and a LightWave 6.0 or newer importer. LightWave 6 was released in the 2000 by Newtek and introduced a completely revamped .lwo and .lws file format, as described below. This importer takes advantage of many of the major new features of the LightWave 6 file format. Please note: there is no need for Okino to quality this importer for each successive new version of LightWave (such as V7, V8, V9, V10, etc). LightWave is pretty well the only 3D program which has a file format that can, and has, remained stable and unchanged for close to a decade. It is an IFF chunk-based file format and hence the version of the file format has little or no bearing on the version of LightWave itself. The Okino LightWave importer is always compliant and supported up to the current version of LightWave. NOTES-END //MilkShape-3D | .ms3d | CHK | CHK | CHK | NOCHK | NOCHK | NOCHK | CHK | CHK | CHK //NOTES-START //This MilkShape-3D geometry import converter reads in the complete contents of a //MilkShape-3D .ms3d binary file, including: // //
MilkShape-3D is a popular low polygon-count modeler and gaming file //converter written by //chUmbaLum sOft of Zurich, Switzerland. // //
Okino's Milkshape-3D importer is most beneficial as a bridge between the //large selection of import converters supported by the Milkshape-3D program and //the large selection of export converters supported by Okino software. //NOTES-END MOL Molecular Database | .mol | CHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This import converter reads in ASCII files based on the MOL Molecular Database format.
The MOL Import Converter was designed to allow MOL users to bring their models into the Okino NuGraf software, or to any other 3D rendering/modeling package. Once imported, the model data can be manipulated, renderings can be generated and the data can be re-exported to various other 3D formats. NOTES-END Okino Transfer File Format | .bdf | CHK | CHK | CHK | CHK | CHK | CHK | CHK | CHK | CHK NOTES-START The Okino .bdf file format is the native format used by Okino's PolyTrans and NuGraf products. It is a "snap shot" of the core Okino 3D scene graph database and in essence is a super-set of the capabilities of most 3D files formats. It is the preferred and best file format to use when converting data between 3ds Max (via the PolyTrans-for-3dsMax native plug-in system) and Maya (via the PolyTrans-for-Maya native plug-in system). NOTES-END PLY | .ply | CHK | NOCHK | CHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START The PLY geometry import converter reads in binary and ASCII PLY formatted files, including mesh attributes (vertex normals, vertex colors and vertex texture coordinates) and an optional material definition. A PLY file contains the description of exactly one object. No lights, cameras, hierarchy, texture maps or animation are provided by the PLY file format.
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 exporter. NOTES-END Pro/Engineer "Render File" | .slp | CHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START
Note, the SLP import method is quite old and obsolete relative to how ProE conversions are now done. Okino has been the main licensee and provider of native ProE conversion solutions since 1996, so you would always want to obtain the Okino Granite/Pack module to perform conversions via native ProE files, ProE neutral files or ProE STEP/IGES files.
The geometry import converter imports and processes SLP ("Render") files which are typically exported by PTC's Pro/Engineer program. Once the SLP file has been imported it can be automatically exploded into separate objects, and each object can have its vertices welded together.
In order to use this file format successfully, you will need to tag each part inside Pro/Engineer with a different color. This is because all triangles exported to the SLP file format are thrown into "one large pot", and the color of a triangle is the only salient feature which can be used to segment the model back into different parts upon re-import. NOTES-END Protein (Molecular) Database | .pdb | CHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This import converter reads in ASCII files based on the PDB (Protein Database) file format.
The PDB Import Converter was designed to allow PDB users to bring their models into the Okino NuGraf software, or to any other 3D rendering/modeling package. Once imported, the model data can be manipulated, renderings can be generated and the data can be re-exported to various other 3D formats. NOTES-END Rhino-3D/OpenNURBS | .3dm | CHK | CHK | CHK | CHK | CHK | CHK | NOCHK | NOCHK | NOCHK NOTES-START This import converter reads in geometric and scene data from the OpenNURBS .3dm file format. This is the main file format used by the Rhino-3D NURBS modeling package by Robert McNeel and Associates and is also an open standard for the transfer of NURBS based surface and curve data.
The following data is imported from the OpenNURBS .3dm file format:
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.
Please refer to the corresponding SketchUp exporter. NOTES-END StereoLithography | .stl | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This geometry import converter reads both binary and ASCII versions of StereoLithography STL files which are typically sent to 3D stereolithography (prototyping) machines. These are very primitive files, with just pure polygon data and vertices (no normals, uv texture coordinates, etc). The polygons are typically triangles. Many 3D CAD programs output STL files, so this could be considered one method to transfer data from a modeling program (however, XGL, IGES and others are becoming more common these days). All the polygons are read into a single object since there is no object information contained within a .stl file. NOTES-END Strata StudioPro v1.75 | .vis | CHK | CHK | NOCHK | NOCHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This geometry import converter reads files which are in the older Strata StudioPro v1.50 and v1.75 file format. For newer versions of Strata, please use the QuickDraw-3D, VRML1 or VRML2 file formats for inter-program data transfer.
This converter is probably one of the most complete Strata StudioPro v1.75 file readers next to that of the one included with Strata StudioPro itself. You will find that most StudioPro models are of quite high quality, with good use of bezier patches (for high resolution modeling) and good use of shading + texture mapping to give realistic rendered results. Of particular note, this converter completely recreates the complex geometry hierarchy typically found in most StudioPro files; it also has the unique feature of extracting PICT texture images that are embedded within StudioPro files and converting them to stand-alone TIFF images. The converter also imports Bezier and meshed Bezier patches which are quite common in StudioPro files.
Strata .vis 1.75 format does not use uv texture coordinates. Instead, it uses the oldesr concept of uv texture projections to map the textures onto objects. This is fully supported and emulated. NOTES-END trueSpace | .cob, .scn | CHK | CHK | CHK | NOCHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START
This geometry import converter reads in Caligari trueSpace '.cob' and '.scn' binary scene files. The following are some of the features of this converter:
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 import converter loads in files of the U3D file format, including meshes, materials, hierarchy, lights, cameras, animation, skeletons (bones) and skinned meshes. There are very few U3D file import converters, and of those very few if none import the range of data and options that this Okino U3D importer does.
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
USGS & Gtopo-30 DEM (and
SDTS with external converter) | .dem | NOCHK | NOCHK | CHK | NOCHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This geometry import converter import converter imports, manipulates and converts digital elevation model (DEM) data as well as GTOPO30 DEM data. It has been a popular import converter since its original release in 1996. With the help of the public domain SDTS2DEM.EXE program, this importer can also read in the new SDTS DEM file format .
The USGS DEM data is provided as a service of the United States Geological Survey (USGS). Each data set describes the elevation of semi-square regions of land for various locations across the U.S.A., Alaska, Hawaii and some surrounding areas of Mexico and Canada. The most accurate DEM data sets are sampled every 30 metres (7.5 minute DEMs) while the least accurate are sampled every 3 arc seconds (for 1:250,000 scale DEMs). NOTES-END VRML1 | .wrl | CHK | CHK | CHK | CHK | CHK | NOCHK | NOCHK | NOCHK | NOCHK NOTES-START This import converter handles a significant aspect of the VRML 1.0 file format. The VRML 1.0 file format is a direct sub-set of the SGI Inventor 2.0 file format, hence this import converter can equally handle Inventor2 files as an added benefit. A full list of features is provided here. NOTES-END VRML2 | .wrl | CHK | CHK | CHK | CHK | CHK | NOCHK | CHK | NOCHK | NOCHK NOTES-START In the realm of writing import converters this VRML 2.0 import converter was one of the more delicate and difficult to implement. VRML 2.0 is a very verbose and extensive 3D scene description language that provides much freedom of expression to write complex files. The development of this import converter has concentrated on implementing a proper and exacting import of complex VRML files, including nested PROTOS, keyframe animation and even the extraction of embedded bitmap data to stand-alone TIFF files. While there are many 3D VRML browsers, there are few stand-alone data conversion programs which properly implement the import of VRML files; we hope that making this carefully coded VRML import converter available will satisfy the many requests from our users who have long sought a good VRML import solution.
Many people consider VRML2 a "dead" file format, or a file format used primarily for WEB publishing of interactive worlds and scenes. This is far from the truth in terms of Okino customers. VRML2 is an excellent method to transfer mesh models out of many CAD modeling packages, and it is also a secondary method (after Okino's own .bdf file format) to transfer data (as well as animation) our of Discreet's 3ds Max product. NOTES-END Wavefront OBJ | .obj | CHK | NOCHK | CHK | NOCHK | NOCHK | CHK | NOCHK | NOCHK | NOCHK NOTES-START This geometry import converter reads in Wavefront 'OBJ' format files in their entirety, including vertex, normal and texture coordinates, as well as grouping and smoothing information. It also parses the full Wavefront NURBS file format, allowing trimmed NURBS data to be imported from such programs as Rhino-3D; when imported into PolyTrans or NuGraf, the NURBS data remains as true trimmed NURBS, allowing the data to be exported as trimmed NURBS to such supported file formats as Renderman RIB, Softimage or IGES. when outputting to a polygonal file format (LightWave, 3ds Max, etc.) the PolyTrans or NuGraf export converter will tessellate the trimmed NURBS patches to optimized indexed polygon lists prior to export.
The Wavefront OBJ file format itself does not include any capabilities for vertex color information, lights, cameras, NURBS, animation or skeleton/skinning information. Even so, it's a very standard and good format for general 3d mesh model conversion and archiving.
This import converter is a complete and accurate implementation of the Wavefront OBJ file format, including the parsing of all attributes in a Wavefront material ('.mtl') file. The converter has been under constant and refined development since 1992; it is one of the 'must have' import converters of game developers and others requiring easy transport of indexed polygon data or NURBS data amongst most of the 3D software programs currently on the market. Many companies which sell 3D models provide their datasets in the OBJ file format, so you can use this converter to read in these data files and be guaranteed nice rendered results.
An important feature of this import converter is its ability to break apart the imported polygonal data according to assigned object name, group name, smoothing number, material name or texture mapping name. Likewise, new materials definitions (inside NuGraf/PolyTrans) can be created based on one of these Wavefront OBJ file attributes.
The converter will also read material definitions from a Wavefront material file (typically which has a file extension '.mtl') if the material file is referenced within the Wavefront geometry file (typically which has a file extension '.obj') using the 'mtllib' keyword. If one or more Wavefront material files are listed on a single line then all will be read into memory for possible reference by the geometry file.
Please note: if you were not given a ".mtl" file along with the ".obj" files, then you will not get any material or texture maps after import. NOTES-END X3D | .x3d | CHK | CHK | CHK | CHK | CHK | CHK | CHK | NOCHK | NOCHK NOTES-START Okino's X3D importer (and corresponding exporter) 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."
The following are some of the features of this X3D import converter:
XGL is an ideal file format to export data from various supported 3D programs (see here, primarily CAD packages) to an XGL viewing program, be it on a local machine or across the Internet. XGL is also an ideal file format to move data from these CAD packages into Okino's NuGraf software for viewing, visual editing and photo-realistic rendering. NOTES-END