?_ÿÿÿÿ›Åþõl5?!PolyTrans-for-MAX Converter Help1Copyright (c) 2003 Okino Computer Graphics, Inc.+CreateButton("my_exit", "E&xit", "Exit()")BrowseButtons()@CreateButton("Up", "&Up", "JumpId(`nugraf32.hlp', `Contents')")/&;)z4ÿÿÌÿÿÿÿ|CONTEXTÜÍ|CTXOMAP!½|FONT¹|KWBTREE~½|KWDATA,½|KWMAPm½|SYSTEM|TOPIC=|TTLBTREE­Å|bm0 Ö|bm1_|bm10¹Ð|bm11Ò|bm12‰|bm13ÝP|bm14F¯|bm15Íú|bm16¼E|bm17 ›|bm18Rà|bm19O"|bm2G |bm20Îz|bm4Ùè|bm5#|bm6ør|bm7ú›|bm8ëà|bm9j$ßÇÿÿÔ³˳ÿÿÿÿ X'ÿÿÿÿd1<ÿÿÿÿ€dÒ @PolyTrans-for-MAX native plug-in systemnC Ò+ &€†€‚€€€‚ÿPolyTrans-for-MAX Native Plug-in System, the Third Generation )dû& €€˜‚€‚ÿéÒ+ $€Ó€‚€€‚‚‚ÿPolyTrans-for-Max is a heavily developed, supported and maintained version of PolyTrans that is integrated directly inside Discreet's 3ds max product. This plug-in system adds dozens of new 3D file formats directly accessible from inside 3ds max via the "Utility" panel roll-up. This help file describes the third generation version of the plug-in system, with the first generation originating in 1997 just after 3ds max came to market. PolyTrans-for-MAX is also a mirror twin to the "PolyTrans-for-Maya" native plug-in system, with both being actively developed together for the tightest bi-directional conversions between these two programs (in addition to strong bi-directional support for Lightwave, Softimage|XSI, Softimage|3D, etc). )û8& €€˜‚€‚ÿ¡zÙ' €ô€‚€‚‚‚ÿPlease click on one of the following links to obtain information about the usage of the import and export converters:¢e8{= J€Ê€‘€‚ã+Þþ€‰€‚ãx‘Þ€‰€‚ÿPolyTrans Import Converters and Runtime UsagePolyTrans Export Converters and Runtime Usage(Ù£% €€‚€‚ÿ²u{U= J€ê€‘€‚ã‹ÖÞ€‰€‚ãfE€‰€‚ÿHow to invoke and use the PolyTrans Import ConvertersHow to invoke and use the PolyTrans Export Converters(£}% €€‚€‚ÿzJU÷0 0€”€‘€‚ãGs–€‰€‚ÿInvoking PolyTrans via MaxScript or the 'Function Publishing System'Ï}ÆN j€€‚€‚ƒã™.Í‘€€ ‰€‚ƒã™.Í‘€€ €€ ‰€‚ÿImportant info about Okino .bdf File Transfer FormatTransferring data between 3DS MAX and Alias|Wavefront Maya·r÷}E Z€ä€‘€˜!±AÑañ¡1ãi[²€‰€‚ÿNotes and limitations about exporting skeleton deformation data (skinning) from SkinMod and Character Studio=ƺ: D€€˜!±AÑañ¡1€‚ÿžY}X E Z€²€‘€˜!±AÑañ¡1ã¬FÀ‰€‚ÿHow Hierarchies Convert Between 3DS MAX, Maya, XSI, PolyTrans and Other 3D Programs=º• : D€€˜!±AÑañ¡1€‚ÿšUX / E Z€ª€‘€˜!±AÑañ¡1ãÞ:€‰€‚ÿNotes about Transferring Camera Field-of-View Between MAX and Other 3D Programs[• Š B T€2€˜!±AÑañ¡1€‚€ ‚€‚ÿImportant Notices:S/ Ý 6 :€;€P‘€:‚€ƒãÖI¿°€‰€‚ÿ1.If PolyTrans-for-MAX cannot locate one or more bitmap files during the automatic bitmap conversion process, then you will need to inform PolyTrans-for-MAX where your source bitmaps are located. This can easily be done via the Search-Paths dialog box inside PolyTrans-for-MAX.=Š  : D€€˜!±AÑañ¡1€‚ÿ«uÝ Å6 :€ë€P‘€:‚€ƒãüàæz€‰€‚ÿ2.If you find that imported and resampled animation function curves have wobble in them, then you have complete control to tweak the resampling process via the distance and angle threshold parameters shown on the "Animation Resampling and Reduction Options" dialog box. The lower you make these values the more the resampled curves will resemble the original animation curves; the higher you set these values the fewer keyframes will be created and the more the resampled animation curve will be averaged over its length. There are no absolute ideal values for these parameters and they are provided for your convenience.~< CB T€x€˜!±AÑañ¡1€‚€ €‚‚ÿCopyright (c) 1988-2003 Okino Computer Graphics, Inc.šiÅ @1 2€Ô€‚€‚‚†"€ ‚‚ÿFor updates please visit the Okino WEB site at http://www.okino.com or email to support@okino.com.C @ T#C`@1¸`@³@–C3D Studio Geometry Export ConverterS+ @³@( €V€‚€ €‚ÿPolyTrans Export Converters for 3DS MAXÜ`@AL f€!€˜!±AÑañ¡1€‚‚ãfE€‰€‚‚‚‚ÿClick here to learn how to export objects from 3DS MAX using the PolyTrans plug-in.Click on one of these links for more information:Ài³@OBW ~€Ò€‘€˜!±AÑañ¡1€ãk1Ef€‰€‚‚ãFGÙ€‰€‚‚ÿ"MAX to PolyTrans dialog box" options"Supported parameter conversions and mappings" optionszJAÉB0 0€”€‘€‚ãGs–€‰€‚ÿInvoking PolyTrans via MaxScript or the 'Function Publishing System'?OBC< H€€‘€˜!±AÑañ¡1€‚ÿŽGÉB–CG ^€Ž€˜!±AÑañ¡1€ãÁ­#€‰€‚‚ÿClick here to jump to the table of contents for this help file.JCàC1Ÿ €ê‡àC:D¨NExport Conversion ProcessZ–C:D= J€:€˜!±AÑañ¡1€€ ‚ÿExport Conversion Processh,àC¢D< H€X€˜!±AÑañ¡1€‚‚‚ÿThe export process proceeds as follows:¡l:DCE5 :€Ú€P‘€J‚€ ƒ€†"€ ‚ÿ1.The user presses the icon on the 3DS MAX user interface to cause the utility panel to be displayed.@¢DƒE= J€€P‘€J˜!±AÑañ¡1€‚ÿf'CEéF? L€O€P‘€J‚€ ƒ€€ €€ €€ €‚ÿ2.If the "PolyTrans I/O Converters" button is not visible on the utility panel, as shown below, then click on the button located to the right of the "Sets" button. After the dialog box appears, link the "PolyTrans I/O Converters" utility plugin entry to one of the empty button slots.PƒE9GI b€€P‘€J˜!±AÑañ¡1€‚ƒ†"€ ‚‚ÿ°~éFéG2 4€ü€P‘€J‚€ ƒ€€ €‚ÿ3.Click on the "PolyTrans I/O Converters" button that should now be visible on the 3DS MAX utility panel (shown above).@9G)H= J€€P‘€J˜!±AÑañ¡1€‚ÿkéGÆH2 4€Ö€P‘€J‚€ ƒ€€ €‚ÿ4.Click on the "Export" tab located just above the list box containing the import/export converters:@)HI= J€€P‘€J˜!±AÑañ¡1€‚ÿLÆHRIH `€ €PYJšY!±AÑañ¡1€†"€ ‚ÿ@I’I= J€€P‘€J˜!±AÑañ¡1€‚ÿ½rRIOKK d€å€P‘€J‚€ ƒ€€ €€ €ãk1Ef€‰€€ €‚ÿ5.If you wish to modify the export options prior to starting one of the export converters then press the "Export Options" button located below the listbox. The "MAX to PolyTrans" dialog box will appear. These options control how the scene data will be exported from the 3DS MAX internal database to the PolyTrans internal database. Press "Ok" to continue.@’IK= J€€P‘€J˜!±AÑañ¡1€‚ÿÁ”OKPL- (€)€P‘€J‚€ ƒ€‚ÿ6.Click on one of the export converters listed in the listbox. A filename selector will appear with which you can choose the exported filename.@KL= J€€P‘€J˜!±AÑañ¡1€‚ÿ¸‹PLHM- (€€P‘€J‚€ ƒ€‚ÿ7.After the filename selector goes away, the scene data is sent from the 3DS MAX internal database to the PolyTrans internal database.@LˆM= J€€P‘€J˜!±AÑañ¡1€‚ÿã¶HMkN- (€m€P‘€J‚€ ƒ€‚ÿ8.The corresponding PolyTrans export converter DLL is then loaded and executed. The data will then be exported from the PolyTrans internal database to the export file converter.=ˆM¨N: D€€˜!±AÑañ¡1€‚ÿT#kNüN1Wl¸8‚üNcOÕMAX to PolyTrans dialog box optionsg*¨NcO= J€T€˜!±AÑañ¡1€€ ‚ÿ"MAX to PolyTrans" Dialog Box Options:=üN O: D€€˜!±AÑañ¡1€‚ÿ²wcO^€; F€î€šÊ!±AÑañ¡1€‚ÿThis dialog box controls the transfe O^€¨Nr of data from the internal 3DS MAX database to the PolyTrans internal database.L Oª€> L€€˜!±AÑañ¡1€‚€ ‚ÿSee also:·r^€aE Z€ä€‘€˜!±AÑañ¡1ãi[²€‰€‚ÿNotes and limitations about exporting skeleton deformation data (skinning) from SkinMod and Character StudioŠDª€ëF \€ˆ€˜!±AÑañ¡1€‚€€‚‚€ ‚ÿCommon OptionsEdit Automatic Bitmap Conversion Search Pathsñ¨a܃I `€Q€‘€˜!±AÑañ¡1€ãÖI¿°€ ‰€‚ÿIn specific circumstances you will need to inform PolyTrans where your source bitmap images are located so that automatic bitmap file conversion proceeds properly. If PolyTrans reports warnings that specific images could not be located during automatic bitmap conversion press this button so that the Search-Paths dialog box appears. Using this dialog box you can tell PolyTrans where your source bitmaps are located.€.ë\„R t€^€˜!±AÑañ¡1€‚€‚€‚ƒ†"€‚‚€ ‚ÿEnables Panel # 1Object Hierarchy>õ܃š…I `€ë€‘€˜!±AÑañ¡1€ã¬FÀ ‰€‚ÿIf this checkbox is checkmarked then object hierarchy will be output from 3DS MAX to PolyTrans. Please refer to the how hierarchy is output section for information about how PolyTrans converts the MAX hierarchy into a DAG node hierarchy. =\„×…: D€€˜!±AÑañ¡1€‚ÿf*š…=†< H€T€‘€˜!±AÑañ¡1€ ‚ÿAssume children of bones are bone nodes6 ×…s‡) €€!‚!€‚ÿIt is common to place "helper" objects beneath Biped hierarchies. These helper objects are not necessarily bones, but Physique can use them as bones for skinning purposes. To properly detect these items as "bones" for export, it is necessary to enable this option.(=†›‡% €€‚€‚ÿÊs‡eˆ= H€€!˜!±AÑañ¡1€‚ÿThis option can also be useful when either Physique or the 3DS MAX "Skin Modifier" uses a chain of non-bone objects as bones for skinning.=›‡¢ˆ: D€€˜!±AÑañ¡1€‚ÿ‚Feˆ$‰< H€Œ€‘€˜!±AÑañ¡1€ ‚ÿProcess and Output Character Studio or "Skin Modifier" deformationsH ¢ˆl‰< H€€!˜!±AÑañ¡1€ ‚ÿSee also:·r$‰#ŠE Z€ä€±˜±!AÑañ¡1ãi[²€‰€‚ÿNotes and limitations about exporting skeleton deformation data (skinning) from SkinMod and Character Studio?l‰bŠ< H€€‘€˜!±AÑañ¡1€ ‚ÿ8ú#Šš‹> J€õ€!˜!±AÑañ¡1€‚‚ÿThis is one of the most complex aspects of the 3DS MAX and PolyTrans conversion software. It allows "skinned meshes" (meshes which are deformed by bones and skeletons) to be exported from MAX to popular file formats such as DirectX, Maya and XSI.yPbŠŽ) €¡€!‚!€‚ÿTwo deformation modifiers are supported for export: Character Studio 'Physique' modifier and the 3DS MAX "Skin Modifier". These deformation modifiers allow a hierarchy of objects to deform a single mesh. In most cases, the deforming hierarchy of objects will either be a Character Studio "Biped" object or a hierarchy of MAX Bone objects. However, both Physique and the 3DS MAX "Skin Modifier" have the ability to use general 3DS MAX objects as "bones" for skinning. PolyTrans will automatically tag objects used for skinning as "bones" when exporting (provided this option is enabled).?š‹RŽ< H€€!˜!±AÑañ¡1€‚ÿU&޳À/ ,€M€!‚!€€ €‚ÿYou will need to have 3DS MAX 4.2 or newer installed to support proper skinned export. To export either Biped objects or Physique-skinned meshes, you will also need Character Studio 3.2 or newer installed (version 3.2 fixed a number of major problems and speed issues). A Character Studio license is not required by the export process, but Character Studio 3.2 must be installed. R޳À¨NIf Character Studio was installed when installing 3DS MAX 4.0, it will be upgraded to Character Studio 3.2 by default when upgrading from 3DS MAX 4.0 to 3DS MAX 4.2.?RŽòÀ< H€€‘€˜!±AÑañ¡1€‚ÿ_#³ÀQÁ< H€F€!˜!±AÑañ¡1€ ‚ÿRemove Biped non-uniform scalingóòÀmÃ) €ç€±‚±€‚ÿIn early versions, Character Studio used to store unnecessary scaling information in its Biped nodes. This scaling information was intended for internal Character Studio usage when visualizing Biped nodes inside 3DS MAX. In early versions, this data was stored in the wrong matrix, which makes it highly visible to the export process. Recent versions of Character Studio have corrected this error, and Bipeds created with a recent Character Studio do not exhibit this unnecessary scaling data.ºQÁ'Å* "€!€±‚±€‚‚ÿThis extra scaling information is harmful to the export process. If a Biped with this extra scaling is exported blindly to another 3D software application it is sometimes found that the bones appear to be irregularly shaped. If a skinned model uses this Biped data for deformation, the model may look "skewed" or "skinny". This has been a common complaint of users exporting data from 3DS MAX. (mÃOÅ% €€‚€‚ÿÖ™'Å%Ç= H€3€±˜±!AÑañ¡1€‚ÿTo overcome this nasty problem PolyTrans includes an intelligent export algorithm for Character Studio Biped data. It will remove the unnecessary scaling data without affecting the hierarchy below the Biped nodes. This will effectively fix the problem when the data is viewed in other 3D applications. Enabling this option will remove any unnecessary scaling from Biped nodes and solve this export problem.^OŃÇ@ P€<€!˜!±AÑañ¡1€‚€ ‚ÿDiscard 'Footprint Nodes'ć%ÇGÉ= H€€±˜±!AÑañ¡1€‚ÿCharacter Studio Biped objects include "foot print" objects to show where the Biped objects feet move during the animation. These foot print nodes are detected by the export process, but it is not possible to extract their internal data. The external data is useless to most, if not all, destination programs. By enabling this option the foot print objects will be ignored during export.g'ƒÇ®É@ P€N€!˜!±AÑañ¡1€‚€ ‚ÿIgnore animation on skinned meshes/òGÉÝË= H€å€±˜±!AÑañ¡1€‚ÿPrograms such as Maya, Softimage XSI and DirectX ignore any animation on a skinned mesh object. This is because the ultimate location and deformation of a mesh is completely controlled by the skeleton of bones assigned to it (technically, the vertices of the mesh are transformed to "bone space" by the bind pose matrix then the current animated position of each bone transforms the mesh vertices to world-space, thus completely ignoring the current animated transformation of the mesh object). ŒL®ÉiÎ@ N€™€±˜±!AÑañ¡1€‚‚‚‚ÿHowever, 3DS MAX allows animation to be applied to meshes associated with the SkinMod modifier (animation on skinned meshes in Character Studio are ignore). For example, you could deform a cylinder using two bones as well as animate the scale, position and rotation of the overall cylinder itself. By turning on this option no animation will be exported for objects which are skinned with boning data. This is more of a visual convenience option since the DirectX, XSI, Maya, etc. destination programs will ignore the animation data anyway regardless of whether it is there or not. PÝ˹Î> L€$€˜!±AÑañ¡1€‚€ ‚ÿTriangle Mesh‘UiÎJÏ< H€ª€‘€˜!±AÑañ¡1€‚ÿIf this checkbox is checkmarked then mesh geometry will be exported from 3DS MAX. =¹Î‡Ï: D€€˜!±AÑañ¡1€‚ÿKJÏÒÏ< H€€‘€˜!±AÑañ¡1€ ‚ÿMesh Normals£e‡Ï> L€Ê€ š !±AÑaÒϨNñ¡1€‚ÿIf this checkbox is checkmarked then vertex normals will be exported along with the mesh geometry.XÒÏÙ@ P€0€‘€˜!±AÑañ¡1€‚€ ‚ÿTexture CoordinatesµwŽ> L€î€ š !±AÑañ¡1€‚ÿIf this checkbox is checkmarked then (u,v) vertex texture coordinates will be exported along with the mesh geometry.RÙà@ P€$€‘€˜!±AÑañ¡1€‚€ ‚ÿVertex Colors-èŽ E X€Ñ€ š !±AÑañ¡1€€ €‚ÿIf this checkbox is checkmarked then all the colors assigned to each and every vertex will be exported along with the mesh geometry. This option is only available in 3DS MAX version 2.0 and higher. Please note that color can only be assigned to a vertex if the parent object is in the form of an Editable Mesh in 3DS MAX (see 3DS MAX online documentation). This checkbox is disabled by default because we wish to have the material definition set the color of each vertex by default. =àJ: D€€˜!±AÑañ¡1€‚ÿB É= J€„€‘€˜!±AÑañ¡1€ ‚‚ÿOptimize Vertex Normal ListOptimize uv Texture Coordinate List)ìJò= H€Ù€!˜!±AÑañ¡1€‚ÿThese options determine if redundant vertex normals or uv texture coordinate will be removed from the exported MAX polygon mesh data after it has been sent to the internal PolyTrans database. These options are all enabled by default.?É1< H€€‘€˜!±AÑañ¡1€‚ÿ²ròã@ N€å€!˜!±AÑañ¡1€ €‚ÿ** Disable these options if exporting mesh morph targets. ** These options will most likely change the order of the coordinate lists and likewise the order of the index lists. Normally this is not a problem in scene conversion, but it can be a problem when mesh snapshots are being exported as morph targets (such as sending morph targets to Lightwave or SoftImage).A1b> L€‚€˜!±AÑañ¡1€‚€ ‚ÿOutput Polygons As: Triangles, Quads, N-Sided, Visible Edges>Ûã  c ”€·€‘€˜!±AÑañ¡1€‚‚€ €€ €€ €€ €€ €€ €‚ÿInternally, 3DS MAX stores all mesh data as triangles. This is not good, however, for those who wish to have the data exported as quadrilaterals (quads), or in general polygons with as many vertices as possible (n-gons). Outputting quads rather than triangles to DirectX, for example, will speed up the DirectX redraw time since fewer vertices have to be shaded.If the drop-down box is set to Triangles (the default) then no optimizations will be done. If set to Quads then an algorithm will be invoked so that 2 triangles which share one common edge will be exported as a quadrilateral. If set to N-Sided then the algorithm will try to piece together several adjacent triangles into one larger n-sided convex polygon. The "Visible Edges" option is the same as the "N-Sided" option except that any two triangles which have their "edge visibility" flag enabled in 3DS MAX will not be coerced into one larger polygon (ie:. they will remain distinct and separate polygons).=b/ R t€|€˜!±AÑañ¡1€‚€€‚‚ƒ†"€‚‚€ ‚ÿEnables Panel # 2Spline/Linear Shapes and Curves°g  ßI `€Ï€‘€˜!±AÑañ¡1€€ €€ €‚ÿIf this checkbox is checkmarked then 3DS MAX spline based shapes, if they can be converted to Bezier or linear splines, will be exported as equivalent Bezier or linear spline shapes. In the internal PolyTrans/NuGraf geometric database the SplineShape primitive will be used to store the 1 or more grouped Bezier/linear splines that comprise the shape. h*/ G> L€T€˜!±AÑañ¡1€‚€ ‚ÿOutput non pure-Mesh Geometry ObjectsMß @= H€!€‘€˜!±AÑañ¡1€‚ÿIf this checkbox is checkmarked then geometric objects will be exported as meshes. Basically this means that any geometric G @¨Nobject which exists in the MAX stack, and which is not a mesh object, will be asked to be converted into an explicit mesh object prior to export. ZGú@> L€8€˜!±AÑañ¡1€‚€ ‚ÿGrouping & Helper NodesHÿ @BBI `€ÿ€‘€˜!±AÑañ¡1€€ €€ €‚ÿIf this checkbox is checkmarked then any objects or nodes inside 3DS MAX which are grouped together (under a dummy node) will likewise be grouped together when exported. This is only applicable when the Object Hierarchy checkbox is enabled as well.Qú@“B> L€&€˜!±AÑañ¡1€‚€ ‚ÿCameras/LightsˆLBBC< H€˜€‘€˜!±AÑañ¡1€‚ÿIf this checkbox is checkmarked then lights and cameras will be exported.L“BgC> L€€˜!±AÑañ¡1€‚€ ‚ÿMaterials¦jC D< H€Ô€‘€˜!±AÑañ¡1€‚ÿIf this checkbox is checkmarked then materials will be exported along with any associated texture maps.=gCJD: D€€˜!±AÑañ¡1€‚ÿa% D«D< H€J€‘€˜!±AÑañ¡1€ ‚ÿRenormalize Ambient/Diffuse Colors;ìJDæHO l€Ù€!˜!±AÑañ¡1€€€€ €€ €‚ÿThis is a special kludge in the exporter to create two special shading coefficients that are often required in other 3D rendering packages, but which are lacking in 3DS MAX. These shading coefficients are typically known as the ambient shading coefficient and the diffuse shading coefficient. They basically control the final intensity of the ambient and diffuse shading on a material. In 3DS MAX, the intensity of the ambient and diffuse shading is controlled by changing the relative intensities of the ambient and diffuse surface colors directly (ie: if the diffuse color in the 3DS MAX material editor is (255,0,0) and you wish to make it half as bright, then you would change the color to (128,0,0)). In other 3D rendering programs you could either modify the colors directly (as you do in 3DS MAX) or you could modify the shading coefficient values (in our example here, you could keep the diffuse color the same at (255,0,0) but drop the diffuse shading coefficient by 50% in intensity). V«DﲄTˆO l€ß€!˜!±AÑañ¡1€€ €€ €€ €‚ÿSpecular highlights on objects are often simulated in 3D computer graphics using one of two mathematical techniques, either that of "Phong Highlights" or "Blinn Highlights". By far Phong is the most common used in every 3D software package while Blinn is much more rare. Thus, by default, this option is enabled so that any shaders inside 3DS MAX which use Blinn specular highlights are explicitly output instead as Phong specular highlights so that they are compatible with most destination 3D file formats and programs. However, if you are exporting to programs such as Maya, which can accept Blinn highlights, then disable (turn off) this option so that Blinn highlights are output to the PolyTrans core database as pure Blinn highlights. d&…¸ˆ> L€L€˜!±AÑañ¡1€‚€ ‚ÿConfirm Potential File Overwrites¹|TˆqŠ= H€ù€‘€˜!±AÑañ¡1€‚ÿIf this checkbox is enabled then a dialog box will prompt you if a file already exists on disk with the same filename that you are currently exporting to. You have the option at this point of choosing a new filename or pressing the "Cancel" button on the file selector. If this checkbox is disabled then all existing files will always be overwritten with no user confirmation. \¸ˆÍŠ> L€<€˜!±AÑañ¡1€‚€ ‚ÿOutput One File Per Framex3qŠEE X€g€‘€˜!±AÑañ¡1€‚‚€ €‚ÿThis option basically provides a mechanism to output complete animated scenes to one or more physical files on disk. For example, this option can be used to output meshes with animated vertex locations and/or NURBS surfaces with animated CV locations to one or more Renderman RIB files, 3D Studio .3ds files or MultiGen FLT files (as typical production examples). Please note that this option does not output keyframe animation data. Rather, the scene is evaluated at the specific frame numbers inside 3DS MAX and a physical copy of the evaluated scene is output to multiple exported files on disk. Compare this to true keyframe animation output in which the keyframe lists are sent from 3DS MAX to the PolyTrans internal database, then PolyTrans outputs a single file with the lists of keyframes attached to their respective objects/cameras/etc. The benefit of multiple files is that morphed and/or animated geometry can be output to disk, whereas in keyframe animation output mode only rotate/scale/translate transformations can be applied to each object as a whole.)ëÍŠzÁ> J€×€‘€˜!±AÑañ¡1€‚‚ÿFor this option to work properly, you must disable all animation output checkboxes on export file format dialog box (the laEzÁ¨Nst dialog box to appear during the export process). This might be, for example, the Renderman RIB export options dialog box, the 3DS R4 export options dialog box or the Lightwave export options dialog box. If you do not disable animation output on these dialog boxes then each physical file written to disk will also contain a complete list of animation keyframes.»jE5ÃQ p€Õ€‘€˜!±AÑañ¡1€‚€ €€ €€ €‚‚ÿThe options Start frame #, End Frame #, and Every Nth Frame define the interval of animation frames inside 3DS MAX to output. The last parameter controls the sub-set of frames to render. If set to 0, 100, 1 then all frames from 0 to 100 will be output. If set to 0, 30, 10 then frames 0, 10, 20 and 30 will be output (every 10th frame will be output).†8zÁ»ÃN l€r€˜!±AÑañ¡1€‚€‚ƒ†"€‚‚€ ‚ÿAnimation PanelGlobal Animation Export Enable×5ÃÔÄB R€¯€‘€˜!±AÑañ¡1€‚‚€ ‚ÿIf this option is enabled (check marked) then all of the animation options can be accessed. Turning this option off (disabled) is a simply way to quickly disable all animation export from MAX. Object Animation3ö»ÃÇ= H€í€!˜!±AÑañ¡1€‚ÿIf this option is enabled (check marked) then object animation will be output. The definition of "Object Animation" is changes to the object's location, orientation or size based on explicit changes to the object's transformation matrix. Thus, if the transformation matrix of an object changes from frame to frame, and that matrix represents the animation for the object, then that animation can be converted to explicit scale, rotation and translation keyframes lists for other animation packages. ?ÔÄFÇ< H€€!˜!±AÑañ¡1€‚ÿOÇ•Ç< H€&€‘€˜!±AÑañ¡1€ ‚ÿCamera Animation^ FÇóÈ> J€A€!˜!±AÑañ¡1€‚‚ÿIf this option is enabled (check marked) then camera animation will be output. The definition of "Camera Animation" is changes in the camera's explicit location, look-at location, roll vector (up direction) or field of view. Only targeted cameras are supported and not "free cameras".N•ÇAÉ< H€$€‘€˜!±AÑañ¡1€ ‚ÿLight AnimationLóÈÊ> J€€!˜!±AÑañ¡1€‚‚ÿIf this option is enabled (check marked) then camera animation will be output. The definition of "Light Animation" is changes in the light's explicit location, shine-at location (or shine direction for directional lights), intensity, or cone angle (for spot lights).QAÉÞÊ< H€*€‘€˜!±AÑañ¡1€ ‚ÿMaterial Animation+îÊ Ì= H€Ý€!˜!±AÑañ¡1€‚ÿIf this option is enabled (check marked) then material animation will be output. The definition of "Material Animation" is changes in the material's ambient, diffuse, specular and luminous colors, as well as opacity are all supported.o1ÞÊxÌ> L€b€˜!±AÑañ¡1€‚€ ‚ÿUse keyframe sampling mode for all animation;ý ̳Í> J€û€‘€˜!±AÑañ¡1€‚‚ÿ3DS MAX allows both explicit keyframe animation and procedural controller animation. Procedural animation is where the animation occurs under control of an algorithm that is updated and modified on a frame by frame basis (no keyframe data is used). ¶xÌiÏ) €€‘€‚€‚‚ÿIf this checkbox is disabled then this exporter will output keyframe data exactly as it is defined inside MAX to the PolyTrans internal database. If a procedural animation control is encountered, or if PolyTrans detects interfering factors such as timing channels, then PolyTrans will sample the output of the controller at every frame and turn that data into optimized explicit keyframe data.µx³Í*= H€ñ€‘€˜!±AÑañ¡1€‚ÿIf this checkbox is enabled then this exporter will ignore all explicit keyframe data. IniÏ*¨Nstead, it will sample the output of the animation controller at every frame and turn that data into optimized keyframe data. This export option is preferable, unless you know that your export target supports TCB and Bezier keyframes and uses the same interpolation methods as 3DS MAX.=iÏg: D€€˜!±AÑañ¡1€‚ÿO*¶< H€&€‘€˜!±AÑañ¡1€ ‚ÿFrames to OutputÒgÐH ^€¥€!˜!±AÑañ¡1€€ €‚‚€ ‚ÿIf the "Use keyframe sampling mode for all animation" option is enabled then the following two radio buttons determine over which time interval the animation data will be resampled. Time Slider (Frames)ÿ¶Ï= H€…€±˜±!AÑañ¡1€‚ÿThe frame selection will be taken from the current start/end extents of the animation timeline on the MAX user interface. Animation will be resampled and output from the first to last frames.JÐ< H€€!˜!±AÑañ¡1€ ‚ÿFrom # to #ÊÏã= H€€±˜±!AÑañ¡1€‚ÿThe frame selection will be chosen by the two user specified values. Animation will be resampled and output from the first to last frames.?"< H€€‘€˜!±AÑañ¡1€‚ÿg-ã‰: D€Z€˜!±AÑañ¡1€ ‚ÿWarn when having to revert to sampled-mode Ë"’> J€—€‘€˜!±AÑañ¡1€‚‚ÿThis exporter will attempt to output animation keyframe data explicitly with no changes to the internal PolyTrans database. However, 3DS MAX provides procedural animation controllers, timing channels, Bezier tangent handles with non-unity lengths, etc. all of which have no relation outside of 3DS MAX. Thus, this exporter will use explicit keyframe resampling (see above) to "capture" this non-standard animation into normal animation keyframe channels. Þ‰˜( €½€‘€‚€‚ÿIf this option is enabled then a verbose amount of text will be displayed which describes which objects required keyframe resampling mode during the export process, and why each object required keyframe resampling mode.=’Õ: D€€˜!±AÑañ¡1€‚ÿ1˜ 1, ÿÿÿÿÿÿÿÿÿÿÿÿ œCWÕ] : D€:€˜!±AÑañ¡1€ ‚ÿPerform keyframe reductionùµ V D V€k€‘€˜!±AÑañ¡1€‚‚‚‚€ ‚ÿDue to the method in which the matrices are decomposed into explicit scale, rotation and translation keyframes lists, one keyframe per frame, the exported keyframe animation lists can have an overabundance of keys defined. If this option is enabled then an algorithm will be applied to the new exported keyframe lists to reduce the number of redundant keys. The type-in values determine the threshold criteria for keeping or removing a key from a list. If this option is disabled then no keyframe reduction will be done. If you want very accurate animation export then do not enable this option, or else keep the threshold values at minimum values to keep the degree of reduction low. W] ­ @ P€.€‘€˜!±AÑañ¡1€‚€ ‚ÿDistance Thresholdô·V ­@= H€o€!˜!±AÑañ¡1€‚ÿThis numeric value indirectly controls how many redundant keyframes are to be removed from the re-sampled keyframe list. Higher values will cause more keyframes to be removed. This value is the maximum distance the new keyframe list is allowed to deviate from the original re-sampled keyframe list. Take for example a sphere that is animated along a path; if this threshold value is set to 0.5 distance units (which is the default) then redundant keyframes of the animated path will be removed until such point that the sphere begins to deviate by more than 0.5 units from its ideal location. In other words, if the value is set to 0.5 then you are guaranteed that the new reduced keyframe list will move the sphere along the same path in space, except that the sphere is allowed to deviat­ ­@Õe by 0.5 units from its original path. Smaller numbers will make the sphere adhear closer to its original path, but at the expense of retaining more keyframes.` ­  A@ P€@€‘€˜!±AÑañ¡1€‚€ ‚ÿAngular Threshold (degrees)R­@_C= H€+€!˜!±AÑañ¡1€‚ÿThis is the same as the previous numeric value except that it applies to reduction of quaternion and Angle/axis rotation keyframe lists. The value is measured in degrees. For example, if set to 5.0 (the default) then redundant keyframes will be removed from a keyframe list until such point that a rotation angle begins to deviate from its ideal angle by more than 5 degrees. Small numbers (such as 1.0 and 0.5) will cause less deviation and more precise rotation conversions, but at the added expense of retaining more keyframes.= AœC: D€€˜!±AÑañ¡1€‚ÿŽ]_C*D12ê‡í*DÉD‡Exporting Skeleton Deformation Data (Skinning) from MAX (SkinMod and Character Studio Meshes)ŸbœCÉD= J€Ä€˜!±AÑañ¡1€€ ‚ÿExporting Skeleton Deformation Data("Skinning") From MAX (SkinMod And Character Studio Meshes)=*DE: D€€˜!±AÑañ¡1€‚ÿE ÉDKE% €@€‚€‚ÿSkeletal Deformation OverviewCEŽF' €9€‚€‚‚ÿPolyTrans supports skeletal deformation, or "skinning", of polygonal objects. This section describes the general limitations imposed by PolyTrans in an attempt to provide a common basis for conversion between 3D packages. These limitations can be expressed by the following rules:*KE¸F' €€‘€‚€‚ÿU'ŽF G. ,€N€P!s‚!€ƒ€‚ÿ·NURBS objects cannot be deformed.©{¸F¶G. ,€ö€P!s‚!€ƒ€‚ÿ·Deformations by any method other than bones and skeletons are not supported (such as morph targets or Maya Clusters).S G7H. ,€¦€P!s‚!€ƒ€‚ÿ·"Nested" deformations are not allowed (deformations that follow one another).(¶G_H% €€‚€‚ÿ57H”H% € €‚€‚ÿNURBS Objects(_H¼H% €€‚€‚ÿìÄ”H¨J( €‰€‘€‚€‚ÿIn general, it is not possible to convert a skinned NURBS object into a skinned polygon object. When performing the mesh tessellation, new vertices will typically be generated. It is not mathematically possible to assign weights to these new vertices in a way which would preserve the pre-tessellation behavior of the skinned NURBS object. Rather than generating garbage weights, PolyTrans will discard all weighting data and generate a warning. (¼HÐJ% €€‚€‚ÿG"¨JK% €D€‚€‚ÿNon-Supported Deformation Types(ÐJ?K% €€‚€‚ÿâ±K!M1 0€c€‘€‚€€ €‚‚‚‚ÿConverting raw deformation data relies on the existence of a common deformation algorithm, available to many platforms. The most frequently used algorithm is described in Jeff Landers May 1998 "Graphic Content" column. This is the algorithm supported by the Okino conversion pipeline, and described as "skinning."Deformations which do not follow this algorithm cannot currently be exported through PolyTrans. These include:½v?KÞNG \€í€P!s‚!€ƒ€€ €€ €€ €€ €‚ÿ·Maya "cluster" objects. In Maya, you must perform skinning using the "skincluster" or "jointcluster" dependency node types, not the "cluster" dependency node type. "Clusters" by themselves are sort of like independent handles on mesh vertices; two clusters affect the mesh in an accumulated fashion rather than in a weighted fashion in rigid/smooth bindings. *!MO' €€‘€‚€‚ÿO!ÞNWO. ,€B€P!s‚!€ƒ€‚ÿ·Lattice-based deformations.(OO% €€‚€‚ÿN WOÍO. ,€@€P!s‚!€ƒ€‚ÿ·Morph target deformations.(O €% €€‚€‚ÿÍO €œC›mÍO§€. ,€Ú€P!s‚!€ƒ€‚ÿ·Any other deformations types in 3DS MAX other than the SkinMod or Character Studio Physique modifiers. ( €Ï€% €€‚€‚ÿ;§€ % €,€‚€‚ÿNested Deformations(Ï€2% €€‚€‚ÿñ Mƒ* "€ã€‘€‚€‚‚‚ÿSimply put, a nested deformation occurs when an already-deformed mesh is used as the input to another deformation algorithm. To provide the best "common denominator" for conversion, PolyTrans does not allow nested deformations. This limitation is quite common for export formats where the primary goal is real-time playback. By contrast, systems such as MAX and Maya freely allow deformations to be nested. PolyTrans handles these common nested-deformation scenarios in the following ways:*2wƒ' €€‘€‚€‚ÿßMƒ……/ ,€¿€P!s‚!€ƒ€‚ÿ·In MAX, multiple SkinMod or Physique modifiers can be contained in an objects modifier stack. This produces (generally) a non-linear result which cannot be replicated in a single layer of deformation. The top-most skinning modifier is exported as a deformation, and a static snapshot of the underlying modified object is taken at the "reference" time. (The reference time is either the first frame of animation, or the reference frame specified by the SkinMod modifier).*wƒ¯…' €€‘€‚€‚ÿÒŽ……‡D V€€P!s‚!€ƒ€€ €€€€€€‚ÿ·In Maya, "cluster" deformations are a special type of deformation which are intended to be used in a nested manner. A "cluster" attached before regular skinning will have a completely different effect from a "cluster" attached after regular skinning. As such, PolyTrans cannot fold "clusters" into the normal skin deformation. They are discarded, and a warning message is generated.],¯…Þ‡1ôT8‚‰„Þ‡LˆºÌSupported Parameter Conversions and Mappingsn1‡Lˆ= J€b€˜!±AÑañ¡1€€ ‚ÿSupported Parameter Conversions and Mappings:¿{Þ‡ ‰D X€ö€˜!±AÑañ¡1€‚‚‚€‚€‚ÿThis section describes which 3DS MAX entities are exported to the PolyTrans converters.Entities Yet to be Exported…ILˆ‰< H€’€‘€˜!±AÑañ¡1€‚ÿThe following 3DS MAX entities are expected to be supported over time:= ‰͉: D€€˜!±AÑañ¡1€‚ÿÓ£‰ Š0 .€G€P‘€J‚€ƒ€ €‚ÿ·Trimmed NURBS. This code was developed in 1998 but it has not been supported nor released due to API problems with 3DS MAX (mostly due to trimming curves). =͉ÝŠ: D€€˜!±AÑañ¡1€‚ÿZ+ Š7‹/ .€V€P‘€L‚€ƒ€ €‚ÿ·Planar and cubical environment maps.YÝŠ‹B T€.€˜!±AÑañ¡1€‚€‚€‚ÿPolygon GeometryD7‹ÔA P€€‘€˜!±AÑañ¡1€‚‚‚‚‚ÿ3DS MAX inherently handles all polygon data as triangular meshes. Hence, all polygonal data exported from 3DS MAX will be triangles.If multiple materials are assigned to a mesh then they will be exported as materials assigned to each polygon, else a single material will be assigned to the object. If no 3DS MAX material is assigned to an object then one is created and exported which uses the wireframe color of the object.The following object attributes will be exported along with the basic mesh geometry:?‹Ž< H€€‘€˜!±AÑañ¡1€‚ÿAÔTŽ- *€(€P!J‚!€ƒ€‚ÿ·Vertex normalsS&ާŽ- *€L€P!J‚!€ƒ€‚ÿ·Vertex (u,v) texture coordinatesBTŽéŽ- *€*€P!J‚!€ƒ€‚ÿ·Vertex colors. E§Ž.- *€0€P!J‚!€ƒ€‚ÿ·Casts Shadows flagGéŽu- *€4€P!J‚!€ƒ€‚ÿ·Receive Shadows flagB.·- *€*€P!J‚!€ƒ€‚ÿ·Is Hidden flag.?u À< H€€‘€˜!±AÑañ¡1€‚ÿ· À‡h*·tÀ> L€T€˜!±AÑañ¡1€‚€‚ÿMaterial Assignments on Mesh GeometryࢠÀTÁ> J€E€‘€˜!±AÑañ¡1€‚‚ÿ3DS MAX provides for a wide variety of material plug-ins to be assigned to an object or to a polygon of a mesh. The following material classes are recognized:ç¶tÀ;Â1 0€m€P!J‚!€ ƒ€ €‚ÿ1.Multi-Sub. One or more materials are assigned to the polygon mesh. If each material is a 3DS MAX standard material then the multi-sub is exported to the best extent possible.vFTÁ±Â0 0€Œ€P!J‚!€ ƒ€ €‚ÿ2.Top/Bottom Material. Only the first material will be exported.xH;Â)Ã0 0€€P!J‚!€ ƒ€ €‚ÿ3.Double Sided Material. Only the first material will be exported.wG±Â Ã0 0€Ž€P!J‚!€ ƒ€ €‚ÿ4.Mix (Blend) Material. Only the first material will be exported.{K)ÃÄ0 0€–€P!J‚!€ ƒ€ €‚ÿ5.Standard Material. It will be exported to the best extent possible.¼‹ Ã×Ä1 0€€P!J‚!€ ƒ€ €‚ÿ6.Unknown Material. This is a custom material plug-in, such as Lightscape. As many of the basic material parameters will be exported.PÄ'ÅB T€€˜!±AÑañ¡1€‚€‚€‚ÿCameras~B×Ä¥Å< H€„€‘€˜!±AÑañ¡1€‚ÿThe following camera types and camera parameters are converted:='ÅâÅ: D€€˜!±AÑañ¡1€‚ÿ«.¥ÅÆ}#Ê€\ H9 €€‚ÿD€€˜!±AÑañ¡1€‚ÿ>€$€˜!±AÑañ¡1‚ÿÿÿ3DS MAX EntityConverted PolyTrans EntityxâÅÇr#´€  H9 D€€˜!±AÑañ¡1€ ‚ÿD€€˜!±AÑañ¡1€‚ÿÿÿ’#Æ—Ço#®€F H9 D€€˜!±AÑañ¡1€‚ÿ>€$€˜!±AÑañ¡1‚ÿÿÿTargeted cameraTargeted cameraŽÇ%Èo#®€> H9 D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿFree cameraTargeted camerax—ÇÈr#´€  H9 D€€˜!±AÑañ¡1€ ‚ÿD€€˜!±AÑañ¡1€‚ÿÿÿ¡2%È>Éo#®€d H9 D€€˜!±AÑañ¡1€‚ÿ>€2€˜!±AÑañ¡1‚ÿÿÿField of view and lensWindow width and heightÀQÈþÉo#®€¢ H9 D€€˜!±AÑañ¡1€‚ÿ>€0€˜!±AÑañ¡1‚ÿÿÿHither & yon clippingHither & yon, if manual clipping enabled, else ignored.O >ÉMÊB T€€˜!±AÑañ¡1€‚€‚€‚ÿLights|@þÉÉÊ< H€€€‘€˜!±AÑañ¡1€‚ÿThe following light types and light parameters are converted:=MÊË: D€€˜!±AÑañ¡1€‚ÿ«.ÉʱË}#Ê€\ HT €€‚ÿD€€˜!±AÑañ¡1€‚ÿ>€$€˜!±AÑañ¡1‚ÿÿÿ3DS MAX EntityConverted PolyTrans EntityxË)Ìr#´€  HT D€€˜!±AÑañ¡1€ ‚ÿD€€˜!±AÑañ¡1€‚ÿÿÿ‰±Ë²Ìo#®€4 HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿOmni lightPoint lightš+)ÌLÍo#®€V HT D€€˜!±AÑañ¡1€‚ÿ>€,€˜!±AÑañ¡1‚ÿÿÿTargeted spot lightTargeted spot light–'²ÌâÍo#®€N HT D€€˜!±AÑañ¡1€‚ÿ>€$€˜!±AÑañ¡1‚ÿÿÿFree spot lightTargeted spot light–'LÍxÎo#®€N HT D€€˜!±AÑañ¡1€‚ÿ>€(€˜!±AÑañ¡1‚ÿÿÿDirectional lightDirectional lightŸ0âÍÏo#®€` HT D€€˜!±AÑañ¡1€‚ÿ>€:€˜!±AÑañ¡1‚ÿÿÿTargeted directional lightDirectional lighttx΋Ïo#®€  HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿ‚Ïo#®€& HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿColor‹Ï‡RGB color‹Ïšo#®€$ HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿOn/OffEnabled† o#®€. HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿIntensityIntensity‘"š±o#®€D HT D€€˜!±AÑañ¡1€‚ÿ>€"€˜!±AÑañ¡1‚ÿÿÿAffect DiffuseDiffuse Enabled“$ Do#®€H HT D€€˜!±AÑañ¡1€‚ÿ>€$€˜!±AÑañ¡1‚ÿÿÿAffect SpecularSpecular Enabledž/±âo#®€^ HT D€€˜!±AÑañ¡1€‚ÿ>€0€˜!±AÑañ¡1‚ÿÿÿShadow mapped shadowsShadow mapped shadows˜)Dzo#®€R HT D€€˜!±AÑañ¡1€‚ÿ>€*€˜!±AÑañ¡1‚ÿÿÿRay traced shadowsRay traced shadows¡2âo#®€d HT D€€˜!±AÑañ¡1€‚ÿ>€0€˜!±AÑañ¡1‚ÿÿÿHot size (spot light)Delta angle (spot light)£4z¾o#®€h HT D€€˜!±AÑañ¡1€‚ÿ>€0€˜!±AÑañ¡1‚ÿÿÿFall off (spot light)Cut off angle (spot light)°Ano#®€‚ HT D€€˜!±AÑañ¡1€‚ÿ>€4€˜!±AÑañ¡1‚ÿÿÿUse Atten + start + endDistance, decay, divisor (calculated)œ-¾ o#®€Z HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿMap biasBias0 = Bias, Bias1 = Bias + 0.3‚nŒo#®€& HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿRangeResFactor’# o#®€F HT D€€˜!±AÑañ¡1€‚ÿ>€$€˜!±AÑañ¡1‚ÿÿÿShadow map sizeShadow map size Œ­o#®€@ HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿUse globalUse global values=ê: D€€˜!±AÑañ¡1€‚ÿZ­D= J€:€‘€˜!±AÑañ¡1€‚‚ÿIgnored light parameters:Gê‹- *€4€PYJ‚Y€ƒ€‚ÿ·Exclude light list.Y,Dä- *€X€PYJ‚Y€ƒ€‚ÿ·Orientation parameters for projectors.C‹' - *€,€PYJ‚Y€ƒ€‚ÿ·Overshoot toggleEäl - *€0€PYJ‚Y€ƒ€‚ÿ·Projector options.B' ® - *€*€PYJ‚Y€ƒ€‚ÿ·Ray trace bias.El ó - *€0€PYJ‚Y€ƒ€‚ÿ·Absolute map bias.R® E B T€ €˜!±AÑañ¡1€ ‚€‚€‚ÿMaterialsךó  = H€5€‘€˜!±AÑañ¡1€‚ÿ3DS MAX has a very rich set of material attributes of which most of the standard shading parameters can be exported to the PolyTrans material database:?E [ ; F€€˜!±AÑañ¡1€‚‚ÿÃF  }#Ê€Œ HT €€‚ÿD€€˜!±AÑañ¡1€‚ÿ>€<€˜!±AÑañ¡1‚ÿÿÿ3DS MAX Material ParameterConverted PolyTrans Material Parameterx[ – r#´€  HT D€€˜!±AÑañ¡1€ ‚ÿD€€˜!±AÑañ¡1€‚ÿÿÿÐa f o#®€Â HT D€€˜!±AÑañ¡1€‚ÿ>€ €˜!±AÑañ¡1‚ÿÿÿAmbient colorConverted to normalized ambient color and weighted ambient shading coefficient.Ða– 6o#®€Â HT D€€˜!±AÑañ¡1€‚ÿ>€ €˜!±AÑañ¡1‚ÿÿÿDiffuse colorConverted to normalized diffuse color and weighted diffuse shading coefficient.Ódf  o#®€È HT D€€˜!±AÑañ¡1€‚ÿ>€"€˜!±AÑañ¡1‚ÿÿÿSpecular colorConverted to normalized specular color and weighted specular shading coefficient.6–o#®€< HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿFilter colorNot converted 1 B@o#®€b HT D€€˜!±AÑañ¡1€‚ÿ>€2€˜!±AÑañ¡1–B@‡‚ÿÿÿLock ambient + diffuseLock ambient + diffuse¢3–ä@o#®€f HT D€€˜!±AÑañ¡1€‚ÿ>€4€˜!±AÑañ¡1‚ÿÿÿLock diffuse + specularLock diffuse + specularNÞB@2Bp#®€½ HT D€€˜!±AÑañ¡1€‚ÿ>€ €˜!±AÑañ¡1‚ÿÿÿShading modelConstant -> Flat, Phong -> Phong. Metal mode simulated in PolyTrans by using Phong mode, doubling the Phong power, setting metal mode =1, doubling the specular intensity and halving the diffuse intensity.ÉZä@ûBo#®€´ HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿ2-sidedIgnored. No material equivalent in PolyTrans (2-sided is an object attribute).¸I2B³Co#®€’ HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿWire shaderParameters mapped over to the PolyTrans wireframe shader.ŠûB=Do#®€6 HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿFace mapNot converted.š+³C×Do#®€V HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿShininessSpecular shading coefficient.Ï`=D¦Eo#®€À HT D€€˜!±AÑañ¡1€‚ÿ>€*€˜!±AÑañ¡1‚ÿÿÿShininess strengthRemapped to an equivalent Phong power value with similar characteristics.¢3×DHFo#®€f HT D€€˜!±AÑañ¡1€‚ÿ>€(€˜!±AÑañ¡1‚ÿÿÿSelf-illuminationLuminous shading coefficient.”%¦EÜFo#®€J HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿOpacityFace and reflect opacity.HFiGo#®€< HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿSoften flagNot converted.ÆWÜF/Ho#®€® HT D€€˜!±AÑañ¡1€‚ÿ>€,€˜!±AÑañ¡1‚ÿÿÿInside transparencyMapped to equivalent edge, face and reflect opacity parameters.µFiGäHo#®€Œ HT D€€˜!±AÑañ¡1€‚ÿ>€.€˜!±AÑañ¡1‚ÿÿÿOutside transparencyMapped to equivalent edge oapcity parameters.’#/HvIo#®€F HT D€€˜!±AÑañ¡1€‚ÿ>€(€˜!±AÑañ¡1‚ÿÿÿTransparency typeNot converted¦7äHJo#®€n HT D€€˜!±AÑañ¡1€‚ÿ>€8€˜!±AÑañ¡1‚ÿÿÿIOR (index of refraction)IOR (index of refraction)UvIqJB T€&€˜!±AÑañ¡1€‚€€‚‚ÿTexture Maps&çJ—L? L€Ï€‘€˜!±AÑañ¡1€‚‚‚ÿ3DS MAX has a very extensive array of plug-ins that can feed RGB texture data to a material shader. For the purpose of conversion only 2D bitmap textures are converted (no 3d procedurals, no PhotoShop plug-ins and no gradients).The following are the various texture modulation methods supported and their equivalent texture modulation method in PolyTrans. If a material has more than one texture map enabled then each will be converted to a different texture layer within PolyTrans:=qJÔL: D€€˜!±AÑañ¡1€‚ÿµ8—L‰M}#Ê€p HT €€‚ÿD€€˜!±AÑañ¡1€‚ÿ>€.€˜!±AÑañ¡1‚ÿÿÿ3DS MAX Texture MapConverted PolyTrans Texture MapxÔLNr#´€  HT D€€˜!±AÑañ¡1€ ‚ÿD€€˜!±AÑañ¡1€‚ÿÿÿ˜)‰M™No#®€R HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿAmbient mapAmbient color texture map˜)N1Oo#®€R HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿDiffuse mapDiffuse color texture mapš+™NËOo#®€V HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿSpecular mapSpecular color texture mapŸ01Ov€o#®€` HT D€€˜!±AËOv€‡Ñañ¡1€‚ÿ>€ €˜!±AÑañ¡1‚ÿÿÿShininess mapReflection opacity texture map©:ËOo#®€t HT D€€˜!±AÑañ¡1€‚ÿ>€0€˜!±AÑañ¡1‚ÿÿÿShininess stength mapSpecular coefficient texture map©:v€Èo#®€t HT D€€˜!±AÑañ¡1€‚ÿ>€0€˜!±AÑañ¡1‚ÿÿÿSelf illumination mapLuminous coefficient texture map’#Z‚o#®€F HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿOpacity mapOpacity texture mapÈç‚o#®€< HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿFilter colorNot converted„Z‚kƒo#®€* HT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿBump mapBump map¢-ç‚ „u#º€Z HT J€€˜!±AÑañ¡1€€ ‚ÿD€$€˜!±AÑañ¡1€‚ÿÿÿReflection mapSpherical reflection map kƒœ„o#®€@ HT D€€˜!±AÑañ¡1€‚ÿ>€"€˜!±AÑañ¡1‚ÿÿÿRefraction mapNot converted= „Ù„: D€€˜!±AÑañ¡1€‚ÿžbœ„w…< H€Ä€‘€˜!±AÑañ¡1€‚ÿAs for the texture definition itself, the following 2d bitmap texture parameters are supported:=Ù„´…: D€€˜!±AÑañ¡1€‚ÿÁDw…u†}#Ê€ˆHB €€‚ÿD€€˜!±AÑañ¡1€‚ÿ>€:€˜!±AÑañ¡1‚ÿÿÿ3DS MAX Texture ParameterConverted PolyTrans Texture Parameterx´…í†r#´€ HB D€€˜!±AÑañ¡1€ ‚ÿD€€˜!±AÑañ¡1€‚ÿÿÿŒu†y‡o#®€:HB D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿu & v tilingu & v repeatßpí†Xˆo#®€àHB D€€˜!±AÑañ¡1€‚ÿ>€d€˜!±AÑañ¡1‚ÿÿÿu & offset (relative to center of texture map).u & v offset (relative to lower left corner of texture map).™*y‡ñˆo#®€THB D€€˜!±AÑañ¡1€‚ÿ>€&€˜!±AÑañ¡1‚ÿÿÿTexture strengthTexture mixing values”%Xˆ…‰o#®€JHB D€€˜!±AÑañ¡1€‚ÿ>€&€˜!±AÑañ¡1‚ÿÿÿu & v tile flagsu & v wrap flags†ñˆ Šo#®€.HB D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿAngleNot converted……‰Šo#®€,HB D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿBlurNot convertedŒ Š‹o#®€:HB D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿBlur offsetNot converted‡Š£‹o#®€0HB D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿMirrorNot convertedR‹õ‹? N€&€˜!±AÑañ¡1€‚‚€‚ÿMesh SkinningÊ£‹¿Œ= H€€‘€˜!±AÑañ¡1€‚ÿMesh skinning is the deformation of a single skin mesh by a deformer, either the "SkinMod 4.2" modifier or Character Studio 3.2 or newer. ?õ‹þŒ< H€€!˜!±AÑañ¡1€‚ÿH ¿ŒF< H€€‘€˜!±AÑañ¡1€ ‚ÿSee also:·rþŒýE Z€ä€!˜!±AÑañ¡1ãi[²€‰€‚ÿNotes and limitations about exporting skeleton deformation data (skinning) from SkinMod and Character Studiod%FaŽ? N€J€˜!±AÑañ¡1€‚‚€ ‚ÿSpline/Linear Shapes and CurvesŽBý ÀL f€…€‘€˜!±AÑañ¡1€€ €€ €€‚ÿ3DS MAX spline based shapes, if they can be converted to Bezier or linear splines, will be exported as equivalent Bezier or linear spline shapes. In the internal PolyTrans/NuGraf geometric database the SplineShape primitive will be used to store the 1 or more grouped Bezier/linear splines that comprise the shape.aŽ À‡YaŽeÀ? N€4€˜!±AÑañ¡1€‚‚€‚ÿAnimation Conversion{& ÀàÀU#z€L±H€€‚ÿD€€˜!±AÑañ¡1€‚ÿÿÿExported Object Animation ChannelsJeÀ*ÁG#^€±HD€€˜!±AÑañ¡1€ ‚ÿÿÿu.àÀŸÁG#^€\±HD€€˜!±AÑañ¡1€‚ÿÿÿScale as explicit X,Y, Z animation channels€9*ÁÂG#^€r±HD€€˜!±AÑañ¡1€‚ÿÿÿEuler rotations as explicit X,Y, Z animation channels.ŽGŸÁ­ÂG#^€Ž±HD€€˜!±AÑañ¡1€‚ÿÿÿQuaternion rotation as a single channel relative quaternion channel.{4Â(ÃG#^€h±HD€€˜!±AÑañ¡1€‚ÿÿÿTranslation as explicit X,Y, Z animation channels]­Â…ÃG#^€,±HD€€˜!±AÑañ¡1€‚ÿÿÿObject pivot pointsI(ÃÄG#^€’±HD€€˜!±AÑañ¡1€‚ÿÿÿProcedural animation is sampled per frame and converted to keyframes. =…ÃRÄ: D€€˜!±AÑañ¡1€‚ÿ{&ÄÍÄU#z€L±H€€‚ÿD€€˜!±AÑañ¡1€‚ÿÿÿExported Camera Animation ChannelsJRÄÅG#^€±HD€€˜!±AÑañ¡1€ ‚ÿÿÿ{4ÍÄ’ÅG#^€h±HD€€˜!±AÑañ¡1€‚ÿÿÿTranslation as explicit X,Y, Z animation channels€9ÅÆG#^€r±HD€€˜!±AÑañ¡1€‚ÿÿÿLook-at location as explicit X,Y, Z animation channelsW’ÅiÆG#^€ ±HD€€˜!±AÑañ¡1€‚ÿÿÿField-of-viewfÆÏÆG#^€>±HD€€˜!±AÑañ¡1€‚ÿÿÿBank angle around the Z axis=iÆ Ç: D€€˜!±AÑañ¡1€‚ÿä¤ÏÆðÇ@ N€I€‘€˜!±AÑañ¡1€ €‚ÿNOTE: Light & material animation is only converted over to select file formats or packages, as this is the newest addition to the PolyTrans-for-MAX converters. = Ç-È: D€€˜!±AÑañ¡1€‚ÿz%ðǧÈU#z€J±H€€‚ÿD€€˜!±AÑañ¡1€‚ÿÿÿExported Light Animation ChannelsJ-ÈñÈG#^€±HD€€˜!±AÑañ¡1€ ‚ÿÿÿ{4§ÈlÉG#^€h±HD€€˜!±AÑañ¡1€‚ÿÿÿTranslation as explicit X,Y, Z animation channels²kñÈÊG#^€Ö±HD€€˜!±AÑañ¡1€‚ÿÿÿOrientation as explicit X,Y, Z Euler or quaternion rotation animation channels (for directional lights).˜QlɶÊG#^€¢±HD€€˜!±AÑañ¡1€‚ÿÿÿLight color (use the light color to animate the intensity of the light source)=ÊóÊ: D€€˜!±AÑañ¡1€‚ÿ~)¶ÊqËU#z€R±H€€‚ÿD€€˜!±AÑañ¡1€‚ÿÿÿExported Material Animation ChannelsJóÊ»ËG#^€±HD€€˜!±AÑañ¡1€ ‚ÿÿÿ€9qË;ÌG#^€r±HD€€˜!±AÑañ¡1€‚ÿÿÿAmbient, diffuse, specular, luminous and filter colorsW»Ë’ÌG#^€ ±HD€€˜!±AÑañ¡1€‚ÿÿÿFace opacity.(;̺Ì% €€‚€‚ÿX'’ÌÍ1žíÍeÍ£PolyTrans Import Converters for 3DS MAXS+ºÌeÍ( €V€‚€ €‚ÿPolyTrans Import Converters for 3DS MAX³ÍiÎQ p€g€˜!±AÑañ¡1€‚ã‹ÖÞ€‰€‚‚€ €‚‚ÿClick here to learn how to import objects into 3DS MAX using the PolyTrans plug-in.The following sections describe the options on the PolyTrans to 3DS MAX dialog box:\ÒeÍÅÏŠ ‥€‘€˜!±AÑañ¡1€ãÞ’GÀ‰€‚ãi%²Ú€‰€‚ã\!=€‰€‚ãµw1‘€‰€‚ã}€€‰€‚ãüàæz€‰€‚ÿ"Mesh" options"Tesselation (NURBS and polygon triangulation)" options"Bitmap Conversion" options"Enables" options"Animation" options"Animation resampling and reduction" options. =iÎ: D€€˜!±AÑañ¡1€‚ÿÅϺÌzJÅψ0 0€”€‘€‚ãGs–€‰€‚ÿInvoking PolyTrans via MaxScript or the 'Function Publishing System'Ä£W |€‰€˜!±AÑañ¡1€‚ãù„>|€‰€‚‚ãÁ­#€‰€‚‚ÿAlso, the mapping from the PolyTrans internal database to the 3DS MAX internal database is described by clicking here.Click here to jump to the table of contents for this help file.Jˆí1Ü ‰„zíGò Import Conversion ProcessZ£G= J€:€˜!±AÑañ¡1€€ ‚ÿImport Conversion Processh,í¯< H€X€˜!±AÑañ¡1€‚‚‚ÿThe import process proceeds as follows:¡lGP5 :€Ú€P‘€J‚€ ƒ€†"€ ‚ÿ1.The user presses the icon on the 3DS MAX user interface to cause the utility panel to be displayed.@¯= J€€P‘€J˜!±AÑañ¡1€‚ÿa"Pñ? L€E€P‘€J‚€ ƒ€€ €€ €€ €‚ÿ2.If the "PolyTrans I/O Converters" button is not visible on the utility panel, as shown below, click on the button located to the right of the "Sets" button. After the dialog box appears, link the "PolyTrans I/O Converters" utility plugin entry to one of the empty button slots.PAI b€€P‘€J˜!±AÑañ¡1€‚ƒ†"€ ‚‚ÿ°~ññ2 4€ü€P‘€J‚€ ƒ€€ €‚ÿ3.Click on the "PolyTrans I/O Converters" button that should now be visible on the 3DS MAX utility panel (shown above).@A1= J€€P‘€J˜!±AÑañ¡1€‚ÿkñÎ2 4€Ö€P‘€J‚€ ƒ€€ €‚ÿ4.Click on the "Import" tab located just above the list box containing the import/export converters:@1= J€€P‘€J˜!±AÑañ¡1€‚ÿLÎZH `€ €PYJšY!±AÑañ¡1€†"€ ‚ÿ@š= J€€P‘€J˜!±AÑañ¡1€‚ÿ¿tZY K d€é€P‘€J‚€ ƒ€€ €€ €ã+Þþ€‰€€ €‚ÿ5.If you wish to modify the import options prior to starting one of the import converters then press the "Import Options" button located below the listbox. The "PolyTrans to MAX" dialog box will appear. These options control how the scene data will be imported into the 3DS MAX internal database from the PolyTrans internal database. Press "Ok" to continue.@š™ = J€€P‘€J˜!±AÑañ¡1€‚ÿÖY œ - (€­€P‘€J‚€ ƒ€‚ÿ6.Click on one of the import converters listed in the listbox. A filename selector will appear with which you can choose the filename(s) to import. Note that one or more files can be imported at the same time.@™ Ü = J€€P‘€J˜!±AÑañ¡1€‚ÿ¸‹œ ” - (€€P‘€J‚€ ƒ€‚ÿ7.After the filename selector goes away, the scene data is sent from the PolyTrans internal database to the 3DS MAX internal database.@Ü Ô = J€€P‘€J˜!±AÑañ¡1€‚ÿÞ±” ² - (€c€P‘€J‚€ ƒ€‚ÿ8.The corresponding PolyTrans import converter DLL is then loaded and executed. The data will then be imported from the PolyTrans internal database to the 3DS MAX database.@Ô ò = J€€P‘€J˜!±AÑañ¡1€‚ÿH² : 1)l : — ž†Mesh Conversion Options] ò — = J€@€˜!±AÑañ¡1€€ ‚ÿ"Meshes" Dialog Box Options:Û“: rH ^€)€˜!±AÑañ¡1€‚‚‚†"€‚‚ÿWhen importing polygons, or NURBS surfaces converted to polygons, this dialog box specifies options relating to the import of the polygons.J"— ¼( €D€ˆ:Ê€‚ÿWeld Adjacent Vertices Together}IrEA4 6€“€Ö„VÊ€€ €€ €‚ÿIf this checkbox is enabled (check-marked) then a vertex welding operation will be applied to all polygon vertices. Vertex welding collapses adjacent vertices which are within a distance less than or equal to the threshold value specified on the dialog box This welding o¼EAò peration should be performed if the "Assign Smoothing Groups to Mesh Objects" option (see below) is enabled. Note that welding of vertices can only occur within a single object and not between different objects. This option is enabled by default so that the Assign Smoothing Groups option works as expected.*¼oA' €€†VÊ€‚ÿO(EA¾A' €P€Ö„VÊ€‚ÿMaximum Distance Between Two Vertices ×oAÇB2 2€¯€‘€ˆ:Ê!€€ €‚ÿIf the distance between two vertices is less than or equal to this number, and the "Weld Adjacent Vertices Together" checkbox is check-marked (enabled) then the two vertices will be collapsed (welded) into one.-¾AôB* $€€‘€ˆ:Ê€‚ÿ^7ÇBRC' €n€†VÊ€‚ÿReverse Orientation of all Polygons and Flip Normals2ôB„D* "€€‘€†:Ê€‚ÿIf this checkbox is enabled (check-marked) then the orientation of all polygons will be reversed. You might want to enable this option if you are finding that the 3DSMAX renderer is displaying only the back-facing polygons rather than the front-facing polygons.e9RCéD, (€r€ˆ:Ê€‚€‚ÿMake Polygon Orientations Consistent (Unify Normals)= „D&G2 2€€‘€ˆ:Ê!€€ €‚ÿFor some 3d models, in particular those created using Autodesks AutoCAD, there is no consistent orientation of the polygons; ie: some polygons of a surface are oriented clockwise (the geometric normal points inward) while the remaining polygons are oriented counterclockwise (the geometric normal points outward). This is a problem for the "Assign Smoothing Groups to Mesh Objects" option below since all of the polygons must have the same orientation in order for the smoothed vertex normals to be computed properly.+éDQG( €€ˆ:Ê€‚ÿŠX&GÛH2 2€±€‘€‚€€ €‚€‚ÿIf this option is enabled (checkmarked) then a special algorithm will be used to walk over the polygon mesh and reorient each polygon. Note, however, that adjacent polygons MUST share the same vertices for this algorithm to work; you can ensure that the vertices are shared by enabling the "Weld Adjacent Vertices Together" option above.H"QG#I& €D€„€‚ÿVertex Normal Assignment MethodûÒÛHJ) €¥€‘€‚€‚‚ÿThese are important options for the successful import of smoothed polygon data into 3DSMAX. First it must be explained how 3DSMAX assigns normals to each polygon vertex. Two methods are provided internally:T #IrK4 6€A€P!J‚!€ ƒ€€€‚ÿ1.If one or more polygons share a single vertex, and the vertex normal is the same for all polygons, then 3DSMAX allows that single normal to be assigned to the vertex. We will call this an explicit normal since it will be explicitly assigned to the vertex by the import converter.-JŸK* $€€P!J„!€‚ÿšTrKE€F Z€©€P!J‚!€ ƒ€€€€€€€€€‚ÿ2.If two or more polygons share a single vertex, and each polygon requires a different vertex normal, then 3DSMAX uses the concept of smoothing groups to allow different normals to be assigned to a single vertex (for example, the corner of a square box which requires 3 different vertex normals, all at 90 degrees from each other). Rather than explicitly assign the different normals to the vertex, the import converter assigns one or more smoothing groups to the vertex. Thus, the original vertex normal(s) are lost (thrown away) and replaced with some numbers representing the assigned smoothing groups. At a later stage, during a rendering process, 3DSMAX will use the smoothing groups to recompute the one or more normals assigned to a single vertex. In this manner 3 different normals can be assigned to the corner of a box, for example. A side effect of using smoothing groups is that the vertex normals computed by 3DSMAX using the smoothing group algorithm may not be the same as the original vertex normals imported from the data fŸKE€ò ile. There is currently no method around this problem.W,ŸKœ€+ &€X€‘€‚€‚€‚ÿAssign Smoothing Groups to Mesh ObjectsOE€ë‚6 :€3€!„!€€€€€‚ÿIf this checkbox is enabled then the import converter will automatically compute and assign smoothing groups to all polygons. This will ensure that the 3DSMAX renderer computes adequate vertex normals if none should exist prior to rendering. This option must be enabled if an object has creases in it where a single vertex can have two or more distinct vertex normals. This option should also be enabled when importing SLP and STL data; if not enabled then the data will appear to have ugly black marks on it after being rendered.Y.œ€Dƒ+ &€\€‘€‚€‚€‚ÿForce One Explicit Normal Per Mesh Vertex2öë‚v†< F€í€!„!€€€€€€€‚ÿIf this checkbox is enabled then the import converter will always force a single vertex normal onto each vertex if one was specified in the imported data file, even if the vertex is known to have 2 or more distinct normals. For smooth surfaces this will probably provide good results. However, if the surface has creases or sharp corners then enabling this option will make all creases and sharp corners disappear - the reason for this is that creases and sharp corners require two or more distinct normals at each vertex, but enabling this option will only allow a single normal to be assigned. This option should also be assigned if the imported data looks faceted, even with the Weld Adjacent Vertices and Assign Smoothing Groups options enabled.(Dƒž†% €€‚€‚ÿ> v†܆1özƒ ܆?‡eNURBS Optionsc&ž†?‡= J€L€˜!±AÑañ¡1€€ ‚ÿ"Tessellation" Dialog Box Options: ·܆J‰T v€q€˜!±AÑañ¡1€‚‚‚†"€‚‚€ €‚‚€‚ÿThis panel controls how NURBS surfaces are converted to polygons during the import phase. It also controls the triangulation of mesh data (not related to the NURBS import process).NOTE: The NURBS import options have remained grayed out since 1998 because trimmed NURBS import into 3DS MAX has been fraught with crashing problems inside 3DS MAX once the trimmed surfaces have been imported. NURBS to Polygon Conversion Options2õ?‡|Š= H€ë€‘€˜!±AÑañ¡1€‚ÿThis import converter allows pure NURBS data to be imported from various file formats, including SoftImage, IGES and Wavefront OBJ. Trim curves are also supported. The following dialog box controls how the NURBS surface are imported into MAX.=J‰¹Š: D€€˜!±AÑañ¡1€‚ÿ`$|Š‹< H€H€‘€˜!±AÑañ¡1€‚ÿConvert NURBS Patches to Polygons0ñ¹ŠIŒ? L€ã€ š !±AÑañ¡1€‚ÿIf this checkbox is enabled then all trimmed NURBS surfaces will be converted to polygon meshes prior to import into MAX. If this checkbox is disabled then the pure and unmodified trimmed NURBS surfaces will be imported directly into MAX.w7‹ÀŒ@ P€n€‘€˜!±AÑañ¡1€‚€‚ÿReverse Orientation of Polygonalized NURBS Patches´oIŒtŽE X€ß€ š !±AÑañ¡1€€ €‚ÿIf this checkbox is enabled then the orientation of all polygonzied NURBS surfaces will be reversed prior to import into MAX. This option should be enabled if only the back side of a NURBS object is visible when rendered with the MAX renderer (alternatively, you can get both sides to appear in a rendering by enabling the Force 2 Sided rendering option in MAX).g&ÀŒÛŽA R€L€‘€˜!±AÑañ¡1€‚€‚‚ÿSurface ToleranceCurve Tolerance>tŽ%Â7 <€€ Š :Êa€€€€‚ÿThese sliders control the conversion of NURBS surfaces into polygons. The number of polygons used to approximate the true NURBS surface (or, its smoothness) is controlled by the Surface Tolerance slider. Lower values will make the surÛŽ%ž†face smoother but at the expense of a longer tessellation time and more resultant polygons. This slider represents the maximum allowable distance (tolerance) between the true NURBS patch and the tessellated polygonal surface; it is measured as a percentage of an objects maximum bounding box size. For example, if a NURBS patch is being tessellated which is 10x10x10 units in size, and this slider is set to 0.2% then the resultant polygonalized surface will not deviate from the ideal NURBS surface by more than 0.02 units (2% of 10).0ÛŽUÂ- *€€CŠC:Êa€‚ÿÒ%ÂYÅ2 2€¥€ † a€€€‚ÿAlso, the Curve Tolerance slider is used to control the smoothness of the NURBS trimming curves. Smaller values will make trimmed curve regions smoother, but again at the expense of a longer tessellation time and more resultant polygons. This slider represents the maximum allowable distance (tolerance) between the true NURBS curve and the tessellated polygonal curve; it is measured as a percentage of an objects maximum bounding box size (the object on which the curve lies). For example, if a NURBS patch is being tessellated which is 10x10x10 units in size, and this slider is set to 0.2% then the resultant polygonalized NURB curve will not deviate from the ideal NURBS curve by more than 0.02 units (2% of 10).*UƒÅ' €€„a€‚ÿ\YÅßÅ= J€>€˜š!±ASÑañ¡1€‚ÿPolygon Triangulator EnablesAƒÅ Æ> L€€˜œ!±ASÑañ¡1€‚ÿ"áßÅBÈA P€Ã€‘€œ!±ASÑaÍñ¡1€‚ÿThese options select which polygon triangulator will be used when a polygon mesh is converted into a set of triangles during import (3DS MAX internally uses a triangules for objects). Three different types of triangulators are available. All handle n-sided geometry with recursive holes, but some are better than others for different mesh topology. If all 3 are enabled, then each one will be used in succession if a predecessor triangulator could not triangulate the mesh data.T Æ–ÈA R€&€‘€˜!±ASÑañ¡1€‚€ ‚ÿTriangulator 1ß“BÈuÊL f€)€!˜!±ASÑañ¡1€‚‚‚‚†"€‚‚ÿThe first algorithm creates nicely triangulated meshes of n-sided concave polygons with optional holes but it cannot handle polygons with self intersecting edges or holes that intersect with the outer boundary. If it cannot triangulate the mesh data then triangulator 2 and then 3 will be executed next. The following image shows the type of tessellation expected from triangulator # 1 and # 2:N–ÈÃÊ= J€"€‘€˜!±ASÑañ¡1€ ‚ÿTriangulator 2 ÇuÊÏÌE X€€!˜!±ASÑañ¡1€€ ‚€‚ÿThe second algorithm is a more modern version of triangulator # 1. It should be able to handle all possible cases of triangulation, including self intersecting edges. This version will create new vertex locations when self intersecting edges are found, or it will remove vertices from the final triangulated mesh if it determines that such vertices are not required. If you want this triangulator to always work first, then disable triangulator # 1.NÃÊÍ= J€"€‘€˜!±ASÑañ¡1€ ‚ÿTriangulator 3»‰ÏÌØÎ2 2€€!†!a€€€‚ÿThis triangulator can handle any topology of polygon, including butterfly polygons (those that fold back on themselves), self-intersecting polygons and polygons whose interior holes intersect with its exterior boundary. In general, the newer triangulator # 2 should be used by default; however, triangulator # 3 is better than # 2 if you wish to use trapezoidal decomposition of the mesh.-ÍÏ* $€€‘€†a€‚ÿk?ØÎpÏ, (€~€!ˆ!a€ ‚ÿTriangulator 3: Assume Concave Polygons are Complex (slower)Ž_Ï / ,€¿€±Š±!a€‚ÿIf this option is enabled then triangulator # 3 will triangulate the polygon using a trapezoid spÏ ž†canline-based scheme which will allow any type of polygon to be triangulated but at the expense of creating less visually appealing triangle meshes. If disabled then the triangulator may not be able to triangulate butterfly polygons or simple polygons.-pÏ7* $€€‘€†a€‚ÿ¡u Ø, (€ê€±ˆ±a€‚ÿThe following image shows the type of tessellation expected from triangulator # 3 for concave geometry with holes:-7* $€€‘€†a€‚ÿ8Ø=4 8€ €±†±a€†"€‚ÿ(e% €€‚€‚ÿJ=¯1§$l  ¯܆Bitmap Conversion Optionsh+e= J€V€˜!±AÑañ¡1€€ ‚ÿ"Bitmap Conversion" Dialog Box Options:ÇŠ¯Þ= H€€˜!±AÑañ¡1€‚‚‚ÿThis dialog box controls how referenced bitmap files will be handled during the import into 3DSMAX. The three options are basically:H&3 4€+€PÉ€J‚È€ ƒ€€ €‚ÿ1.Do not modify the bitmap filename reference and do not perform any bitmap conversion. This is useful if your bitmaps are already in a format recognized by 3D Studio MAX and the path to the bitmaps have been specified to 3DS MAX via its File/Configure Paths dialog box.BÞh? N€€PÉ€JœÈÊ!±AÑañ¡1€‚ÿR&ç- (€¥€PÉ€J‚È€ ƒ€‚ÿ2.Modify the extension of the bitmap filename to a bitmap format recognized by 3DSMAX, but do not perform any bitmap conversion. This option is useful if you have (1) either performed the bitmap conversions in a previous import process or (2) you wish to use an external program (such as PhotoShop) to perform the bitmap conversions.Bh)? N€€PÉ€JœÈÊ!±AÑañ¡1€‚ÿ¸‹çá- (€€PÉ€J‚È€ ƒ€‚ÿ3.Perform bitmap conversion for those file formats not recognized by 3DSMAX and change the file extension of the bitmap. For example, if importing from a Lightwave scene file which references a bitmap called "brick.iff" (in the Amiga IFF file format), then this dialog box can enable the import converter to convert the Amiga IFF bitmap file to a 3DSMAX recognized file format such as TIFF.F)p I b€Ž€˜!±AÑañ¡1€‚†"€‚‚€‚ÿNo Bitmap Conversion or Bitmap Filename Changes (Radio Button)àá = H€Á€‘€˜!±AÑañ¡1€‚ÿIf this radio button is chosen then any bitmap reference imported into 3DSMAX will not be changed, its filename extension wont be changed, the path to the bitmap will not be changed and no bitmap conversion will be done. z<p  > L€x€˜!±AÑañ¡1€‚€‚ÿConvert all Bitmap File References To... (Radio Button)^! e = H€C€‘€˜!±AÑañ¡1€‚ÿRather than convert referenced bitmap images to another file format this radio button (when selected) simply changes all the file extensions on bitmap files to a specific type. For example, if set to "TIFF" then all bitmap filenames imported into the 3DSMAX will be changed so that their file extensions end in ".tif". This is a useful option is you already have all of the referenced texture maps converted to the desired file format (either from a previous invocation of this import converter or by using a batch bitmap conversion program).= ¢ : D€€˜!±AÑañ¡1€‚ÿc=e & €z€„€‚ÿAuto-Convert Bitmap Files to Another Format (Radio Button)òÊ¢  @( €•€‘€‚€‚ÿIf this radio button is selected then all 2d bitmap textures which are currently defined and referenced by the internal NuGraf/PolyTrans database scene will be automatically tagged then converted to a new user-specified 2d bitmap file format. For example, if you are importing a Lightwave scene to 3DSMAX, and the Lightwave file references IFF bitmap files then this option can be enabled so that the IFF images get converted to TIFF format automatically. @e+7@( €€‘€„€‚ÿ›a @ÒA: B€Ã€‘€‚€€€€€€€‚ÿIf the bitmap texture(s) cannot be found in the location specified by the pathname prepended to the texture filename then the export converter will search for the texture(s) in all directories specified in the 3DSMAX Bitmaps file search paths (these can be modified by choosing the File/Configure Paths dialog box and clicking the Bitmaps tab).O#7@!B, (€F€‘€„€‚€‚ÿBitmap File Format (Combo Box)e;ÒA†B* $€v€!†!€‚ÿThis combo box lists the destination bitmap file format.+!B±B( €€‘€„€‚ÿX.†B C* $€\€‘€‚€€‚ÿBitmap Bits/Pixel: 2, 4, 8, 24 (Combo Box)G±BPD+ $€9€!†!€‚ÿThis combo lists determine the number of bits/pixel to write out to the new 2d bitmap file. The default is 24 bits. A color quantization algorithm will be used for the 2, 4 and 8 bits/pixel output formats. Not all bitmap file formats can accept 2-8 bits/pixel (in particular JPEG)., C|D) "€€!„!€‚ÿBPD¾D' €6€‘€‚€‚ÿDimensions: X = #, Y = #d|DKE) "€È€!„!€‚ÿThese two drop-down list boxes determine the X and Y resolution for the converted bitmap file(s):-¾DxE* $€€!†!€‚ÿb7KEÚE+ &€n€!„!€ƒƒ‚ÿNo Change= Do not change the X or Y size (default)`3xE:F- *€f€!†!€ƒƒƒ‚ÿClosest= Use the next highest power-of-2 sizetJÚE®F* $€”€!„!€ƒ‚ÿ2, 4, 8, ... 256, 512= Choose a specific size for the X or Y dimension-:FÛF* $€€!†!€‚ÿg+®FBG< H€V€‘€˜!±AÑañ¡1€‚ÿConfirm Potential Bitmap File OverwritesOÛF‘H> J€#€!˜!±AÑañ¡1€‚‚ÿIf this checkbox is enabled (checkmarked) then the bitmap converter will confirm any potential overwrites of existing bitmap files on disk which have the same filename and extension as the one being written. If this option is disabled then no confirmation will be made.ZBGëH; F€>€‘€–!±AÑañ¡1€‚ÿSave Converted Bitmaps To...·o‘H¢JH ^€ß€!–!±AÑañ¡1€€ €€ €‚ÿThese radio buttons determine where the new bitmap file will be written to. Note that enabling the Replace all Bitmap File Paths With This Path: option or the Strip File Paths From All Bitmap References option below will change the path prefix for the converted bitmap even though it was saved to disk in the location specified by one of these 3 radio buttons.=ëHßJ: D€€˜!±AÑañ¡1€‚ÿd)¢JCK; F€R€!–!±AÑañ¡1€ ‚ÿDirectory Where Geometry Was Read From¢gßJåK; F€Î€±–±!AÑañ¡1€‚ÿThe new bitmaps will be written to the directory where the original geometry file(s) were read from.ZCK?L; F€>€!–!±AÑañ¡1€ ‚ÿ3D Studio MAX maps DirectoryŠIåKÉLA R€’€±–±!AÑañ¡1€€ €‚ÿThe new bitmaps will be written to the 3D Studio MAX maps directory.O?LM; F€(€!–!±AÑañ¡1€ ‚ÿSpecific + BrowseÌŠÉLäMB R€€±–±!AÑañ¡1€€ €‚ÿThe new bitmaps will be written to the directory specified by the text box. This directory can be changed by press the Browse button.=M!N: D€€˜!±AÑañ¡1€‚ÿS.äMtN% €\€‚€‚ÿStrip File Paths From All Bitmap References—\!N; D€¹€‘€„€€ €€ €€ €‚ÿIf this checkbox is check-marked then all bitmap file references will have their filename path removed from them. This is the default because 3DS MAX prefers to locate a bitmap file using the paths specified in its File/Configure Paths dialog box rather than having an absolute (and possible non-portable) absolute path specified for tNea bitmap file. For example, if a bitmap reference was original c:\myfiles\textures\brick.bmp then enabling this option will change the reference to brick.bmp. If this option is disabled then the filepath and filename to the bitmap reference will not be changed.*tNA' €€‘€‚€‚ÿU0–% €`€‚€‚ÿReplace all Bitmap File Paths With This Path:­~AC„/ ,€ý€‘€„€€ €‚ÿThis option allows all bitmap references imported into 3DSMAX to be prefixed with a new filepath. This might be useful, for example, if all of your bitmap files are located in one specific directory or if you wish to change the prefix on the imported bitmap references. This new path will override all other options on this bitmap conversion dialog box (in other words, it will replace a bitmaps file path regardless of any other file path added to the bitmap via other options in this dialog box). To choose the filepath press the "Browse" button. To disable this option, click on the checkbox again so that it comes un-checkmarked.*–m„' €€‘€‚€‚ÿj0C„ׄ: D€`€˜!±AÑañ¡1€‚ÿEdit Automatic Bitmap Conversion Search Pathsݨm„´†5 8€Q€‘€„€ãÖI¿°€ ‰€‚ÿIn specific circumstances you will need to inform PolyTrans where your source bitmap images are located so that automatic bitmap file conversion proceeds properly. If PolyTrans reports warnings that specific images could not be located during automatic bitmap conversion press this button so that the Search-Paths dialog box appears. Using this dialog box you can tell PolyTrans where your source bitmaps are located.(ׄ܆% €€‚€‚ÿ@´†‡1_ƒ í ‡z‡Enables Options^!܆z‡= J€B€˜!±AÑañ¡1€€ ‚ÿ"Enables" Dialog Box Options:K‡ŇE Z€€˜!±AÑañ¡1€‚†"€‚‚ÿ’lz‡Wˆ& €Ø€„€‚ÿThese two check boxes control what type of data will be imported into 3DSMAX from the PolyTrans database.=Ň”ˆ+ &€$€P¸J‚8€‚€‚ÿTriangle MeshÕ«Wˆi‰* "€W€‘€„!€‚ÿIf this option is enabled (checkmarked) then all mesh (polygon) geometry will be imported from the file into 3DSMAX. If disabled then all mesh geometry will be ignored.*”ˆ“‰' €€P¸J‚8€‚ÿ8i‰ˉ) "€€PÉ€J„È8€‚ÿMesh Normals£z“‰nŠ) "€ô€!„!€‚ÿIf this option is enabled (checkmarked) then any vertex normals that are assigned to polygon vertices will be imported.Eˉ³Š- *€0€PÉ€J„È8€‚€‚ÿTexture CoordinatesÞnŠ»‹* "€½€!„!€‚ÿIf this option is enabled (checkmarked) then any (u,v) texture coordinates that are assigned to polygon vertices will be imported. If this option is not enabled then texture maps will not appear on the polygon surfaces.*³Šå‹' €€P¸J‚8€‚ÿ9»‹Œ) "€ €PÉ€J„È8€‚ÿVertex Colors6üå‹T: B€ù€!„!8€‚‚€€‚‚€€‚ÿIf this option is enabled (checkmarked) then any vertex colors that are assigned to polygon vertices will be imported. There are not too many cases where you will find scene data that has vertex colors assigned to the geometry. However, some file formats, such as OpenFlight, do support vertex colors and such data can be imported through PolyTrans into MAX by enabling this option. NOTE 1: this option is only valid for 3DS MAX release 2 or newer. NOTE 2: the vertex colors will not automatically appear in your rendered images; instead, you must assign the "Vertex Colors" shader in 3DS MAX to the diffuse texture map channel of any materials assigned to the geometry which has the embedded vertex colors (see the 3DS MAX documentation for more info).*Œ~' €€P¸J‚8€‚ÿNTÌ; F€&€‘€–!±AÑañ¡1€‚ÿSkinning WeightsÇ~ŸÂF Z€€!–!±AÑañ¡ÌŸÂ܆1€‚‚‚‚€ €‚ÿEnabling this option will turn on one of the most complex aspects of the PolyTrans-for-MAX import process, that of being able to import skinning weights associated with mesh data. "Mesh skinning" is the process of deforming a single skin mesh with a skeleton or any hierarchical set of transform nodes. The contribution of each bone of the skeleton to the deformation of a vertex in the mesh is controlled by vertex weights. If this option is enabled then "skinned meshes" will be imported into MAX using the "SkinMod" modifier. A hierarchy of MAX bones will be created then linked to a single-skin mesh using the SkinMod modifier. >ÌÝÂ; F€€!–!±AÑañ¡1€‚ÿ;ŸÂÃ' €(€P¸J‚8€‚ÿObject Hierarchy £lÝ»Ä7 <€Ù€‘€„!€ã¬FÀ ‰€‚‚ÿIf this option is enabled (checkmarked) then the hierarchical relationship of objects in the scene will be imported. This data will also use the scaling, rotation and translation data used by animation keyframe # 0. For a good explanation of object hiearchy, please refer to the section How Hierarchies Convert Between MAX, PolyTrans and Other 3D Programs.`8ÃÅ( €p€!‚!€‚ÿRe-Align Imported Skeletal Bones to be X-Axis Aligned3»ÄNÇ+ $€€±„±!€‚ÿ3DS MAX will always visualize skeletal bones along their local X-axes. In order to properly visualize skeletal bones inside MAX, it is thus necessary for the bones' local X-axes to point in the desired visualization direction. For example, when visualizing the thigh-bone of a character, we want the local, positive X-axis to point in the direction of the knee joint. Otherwise, the thigh-bone visualization will not "look like" it represents the thigh in MAX -- even though the knee joint is in the proper position.`4Å®É, &€i€±„±!€‚‚ÿOther 3D packages, such as Maya, allow a more flexible range of skeletal bone visualizations. This allows them to visualize bones properly even when the local X-axis is not oriented "into" the desired visualization. If you import a skeleton from another 3D package, and find that the bones are pointing in the wrong direction, then go and enable this option. This option will cause the entire skeleton, its related matrices, and all associated animation data to be reworked so that the local X-axis is oriented in a more appropriate visualization direction.vJNÇ$Ì, &€•€±„±!€‚‚ÿThis option is disabled by default, since the process of reorienting the bones will heavily modify the original skeleton hierarchy and animation data (all the animation curves must be resampled). In most cases, this feature will not be required. By convention, many 3D packages will attempt to keep their bones export-friendly (e.g. visualization along the X-axis), even if they can accept arbitrary visualization axes. This is an advanced option, and hence should only be used when necessary (e.g. when you find a file with bones that don't visualize well when imported to MAX).Ô®É*Î2 2€©€±„±!€‚€ €‚ÿ** NOTE ** The skeleton from the source 3D package should not have any non-uniform scaling embedded in its matrices. Such non-uniform scaling would become "off-axis" scaling (a.k.a. "skew") after the reorientation process. In general, this is not desired, and will cause the modified skeleton to look warped or skewed as a result. To avoid this, use only uniform scaling (e.g. scaling with the same scale factor in all 3 dimensions) in the source 3D package.*$ÌTÎ' €€P¸J‚8€‚ÿU-*ΩÎ( €Z€!‚!€ ‚ÿCompress PolyTrans Hierarchy During ImportqHTÎ&) €‘€±‚±€‚ÿIf this option is enabled then PolyTrans will optimize its own internal object hierarchy tree when it is imported into MAX. Any combination of PolyTrans Null Node (empty folder, empty instance) followed by a child geometry node (mesh object) will be modified so that the Null Node is deleted and repla©Î&܆ced with the mesh node. *©ÎP' €€‘€‚€‚ÿüÇ&L5 8€€±‚±€ã¬FÀ‰€‚ÿAs explained in the subsequent help section titled How Hierarchies Convert Between MAX, PolyTrans and Other 3D Programs, PolyTrans uses a hierarchy system based on a DAG tree. In this hierarchical system only null nodes can be connected to other null nodes to form the hierarchy of the geometry tree; this form is very similar to the DAG node hierarchy used by all Alias|Wavefront products, including Maya. However, other popular 3D programs, such as 3D Studio and Lightwave, do not adhere to pure DAG hierarchies; these programs allow objects to be connected to objects, whereas in PolyTrans objects can only be connected to their corresponding transform nodes (null nodes), and transform nodes can only be connected to transform nodes. In other words, PolyTrans only allows geometry nodes to be leaf nodes (the bottom most nodes) of a hierarchy tree while internal nodes of the tree can only be Transform node (or empty folders/instances in PolyTrans lingo).+Pw( €€!‚!€‚ÿ,L£) €€±‚±€‚ÿThus, when PolyTrans imports from such non-DAG system programs as 3D Studio (.3ds) and Lightwave (.lwo, .lws), it has to change the non-DAG hierarchy into a DAG compliant hierarchy before the hierarchy can be stored within the PolyTrans internal database. To some people it may appear that PolyTrans has messed up the imported .3ds/.lw hierarchy trees. In fact, the hierarchy trees will be identical functionally and mathematically (all objects from the .3ds/.lw file will be leaf nodes of the tree, rather than internal nodes of the tree). If this option is enabled then the Transform node hierarchy shown within the MAX user interface should look identical to the original 3D Studio or Lightwave hierarchy (ie. no additional PolyTrans empty nodes should be visible).*wÍ' €€‘€‚€‚ÿ7£( €€!‚!€ ‚ÿPivot PointsîÍ ) €Ý€±‚±€‚ÿPivot points are a fundamental component of an animation system. In the realm of the PolyTrans animation system pivot points define a local 3D coordinate system in space of an object about which the scale, rotation and translation animation function curves will be applied. The pivot point in PolyTrans is defined by a point in space and a local coordinate system defined by 3 orthogonal axes; the pivot point is defined relative to the local coordinate system of the mesh or geometry data. +F ( €€!‚!€‚ÿˆ` Î ( €À€±‚±€‚ÿThe following options specify how the PolyTrans pivot point information is imported into MAX:*F ø ' €€‘€‚€‚ÿGÎ ? ( €>€±‚±€ ‚ÿEmbed Pivot in Geometry Data÷Ìø 6+ $€™€A‚‚A€‚‚‚ÿThe inverse pivot matrix (which defines the location and orientation of the pivot point) is multiplied into the raw mesh vertices. This is only done (and only necessary) when the parent null node is animated. This is the default option since it does not introduce any new anti-pivot nodes into the hierarchy tree.If it so happens that a PolyTrans null node (empty instance, empty folder) has animation on it as well as having a valid non-identity pivot matrix, then a child anti-pivot node is added to the tree; the child node is assigned the inverse pivot matrix and the original parent transform node gets the animation data. This properly applies the anti-pivot effect to the subsequent children in the tree.N"? „, (€D€±‚±€‚€ ‚ÿAdd Anti-Pivot Transform Nodeº‘6J@) €#€A‚‚A€‚ÿA new "anti-pivot" MAX dummy node is introduced into the hierarchy tree, between the mesh object and the parent MAX Transform node which has animation on it. The inverse of the PolyTrans pivot point matrix is assigned to the transformation matrix of this new anti-pivot node. This new anti-pivot node acts to pivot-in the geometry vertice„J@܆s prior to the animation data being applied to the geometry.I„“@, (€:€±‚±€‚€ ‚ÿDont Output Pivot Points·‰J@JA. *€€A‚„A±€€ ‚ÿThis option prevents pivot point information from being output to the MAX scene. Normally you would never want to enable this option.*“@tA' €€P¸J‚8€‚ÿm/JAáA> L€^€˜!±AÑañ¡1€‚€‚ÿShading Parameter Modification Combo BoxesétAôC* "€Ó€‘€„!€‚ÿThese combo boxes provide hands-on control over how imported material shading parameters should be modified so that the imported model can be rendered nicely as it would have looked in the source 3D program. The two combo boxes and the single numeric type-in box provide you good control over the ambient, diffuse, specular, luminous and reflection shading coefficients imported into MAX, as well as the opacity of the material, its index of refraction (IOR) and Phong shininess value. ~SáArE+ $€§€‘€„!€‚‚ÿThe first drop-down combo box selects which of these shading parameters you want to modify. Each shading coefficient has its own operation which can be selected (the second combo box) and an optional numeric type-in value (the third data entry text input). The following describes the various shading parameters that can be controlled:)ôC›E& €€„€‚ÿ÷ÊrE’F- (€•€‘€„!€ €‚ÿAmbient Coefficient: This controls the amount of color reflected from an object based on the ambient light in a scene. A good default value is 0.1 through to 0.3 and ideally ranges from 0.0 to 1.0. )›E»F& €€„€‚ÿ†I’FAI= H€“€‘€„!€ €‚‚€ €‚‚€ €‚ÿDiffuse Coefficient: This controls the amount of color reflected from an object based on the direct light shining on it. A good default value is 0.4 and ideally ranges from 0.0 to 1.0. Specular Coefficient: This controls the intensity of the highlight color on an object. A good default value is 0.7 and ideally ranges from 0.0 to 5.0. Luminous Coefficient: This controls how much color is added directly to an object, irrespective of any light which shines on it (the higher the value, the more the object will appear to glow). In general you should keep this value at 0. £b»FäKA P€Å€‘€„!€‚€ €‚‚€ €‚‚€ €‚ÿReflection Coefficient: This controls the ray trace reflectivity of an object. If set to 1.0 then the object will be 100% reflective and if set to 0.0 then the object will not be reflective at all.Opacity: This is the inverse of transparency. 0.0 will make the object fully transparent, while at 1.0 the object will be fully opaque.Index of Refraction (IOR): This is the ray traced index of refraction of an object. If the value is greater than 1.0 then a ray will refract as it passes from one material to another (as per Snells law), each of different IORs. Ideal ranges are 1.0 through to 3.0.Õ¤AI¹L1 0€I€‘€„!€‚€ €‚ÿPhong Shininess: This controls the width of the specular highlight seen on an object. An ideal range is 6 (very wide) to 300 (very narrow). The default is 32.)äKâL& €€„€‚ÿ’j¹LtM( €Ô€R„€‚‚ÿFor each material shading parameter, several actions can be performed on it during the import process:¼~âL0O> J€ý€R‘€„!€ €‚€ ‚€‚‚€ €‚ÿDo Not Import: The shading parameter is set to 0, effectively making the shading channel appear black (for color channels). Import Unchanged: The shading parameter is imported as is, with no change.Set and Use Default: The shading parameter is set to some "good" default value (as determined by the import converter). This default value will be shown in the type-in box.;tMw9 @€€‘€„!€‚€ €‚‚€ €‚ÿSet to Specific Value: The imported shading parameter will be overridden with the user specified value of the numeric type-in box.Import and Cro0Ow܆p by: The shading parameter is imported and will remain unchanged if it is less than the numeric type-in value shown on the dialog box. If it is greater, then the imported value will be clamped to be no greater than the numeric type-in value. This is a good operation, for example, if you do not wish for the ambient shading coefficient to be greater than 0.3.²0O)‚1 0€€‘€„!€‚€ €‚ÿImport and Scale by: The shading parameter is imported and multiplied by the numeric type-in value shown on the dialog box Ú‘w‡I `€# €‘€–!±AÑañ¡1€‚€ €€ €‚ÿNormalize Color and Coefficient: This option only applies for the ambient, diffuse, specular and luminous shading coefficients and their respective RGB colors. This option is a hybrid approach which tries to automatically "guess" at a proper shading coefficient value given the raw (and corresponding) color imported from the file. As mentioned, the shading coefficient is needed to create nice looking (nicely shaded) images in a photo-realistic rendering program. If this option is chosen, then the specific shading coefficient will be derived directly from the relative intensity of the imported color which corresponds to this shading coefficient (diffuse color for diffuse shading coefficient etc.). For example, if the imported diffuse color is (0.4, 0, 0), which is 40% of full-bright red, then the diffuse shading coefficient will be set to 0.4 and the diffuse color will be modified to be (1, 0, 0). When the new color (1,0,0) and the new shading coefficient (0.4) are multiplied together, it results in the original color imported from the file (0.4, 0, 0). In general you may wish to use the "Set and Use Default" option to get good rendered results.*)‚-‡' €€‘€‚€‚ÿ2‡_‡. ,€ €‚€†"€‚ÿ*-‡‰‡' €€‘€‚€‚ÿD_‡͇' €:€P¸J‚8€‚ÿAtmospherics & BackgroundsΤ‰‡›ˆ* "€I€‘€„!€‚ÿIf this option is enabled (checkmarked) then fog, mist and background color schemes will be imported into 3DSMAX. If disabled then these effects will be ignored.9͇Ôˆ+ &€€P¸J‚8€‚€‚ÿMaterialsÖ¬›ˆª‰* "€Y€‘€„!€‚ÿIf this option is enabled (checkmarked) then materials will be created and assigned to the geometric objects in the scene. If disabled then no materials will be created.*ÔˆÔ‰' €€P¸J‚8€‚ÿI ª‰Š) "€@€PÉ€J„È8€‚ÿDelete Unreferenced Materialsç½Ô‰‹* "€{€!„!€‚ÿIf this option is enabled (checkmarked) then all imported materials which are not referenced in any way (such as by a mesh or NURBS surface) will be deleted prior to import into 3DSMAX. -Š1‹* $€€!†!€‚ÿI!‹z‹( €B€‘€„€‚ÿEnable Two-Sided Material FlagB 1‹¼Œ5 8€€PÉ€J„È8€€€‚‚€‚ÿIf this option is enabled (checkmarked) then the 2-Sided flag associated with each 3DS MAX material definition will be enabled. This is the default. If the check-mark is disabled then then 2-Sided flag will be disabled in each 3DS MAX material.Bitmap ReferencesCz‹ÿ* "€3€!„!€‚ÿIf this option is enabled (checkmarked) then all 2D bitmap textures will be assigned to their associated materials. If this option is disabled then no bitmap references will be created and none will be assigned to the 3DS MAX materials (this basically disables texture mapping).F¼ŒEŽ+ &€6€P¸J‚8€‚€‚ÿImage Alpha Processing¥wÿêŽ. ,€î€Pòž„r8€€€‚ÿThis combo box provides finer control over how the 'Alpha Source' parameter is set for each imported texture map. *EŽ' €€P¸J‚8€‚ÿmEêŽ( €Š€‘€„8€‚ÿImport as per source 3D file info. Default 'alpha = None (opaque)'í¤À* "€Û€!„!8€‚ÿIf the source 3D file explicitly says that the texture reference should use the alph¤À܆a channel of the image, then the radio button in MAX will be set to 'Alpha = Image Alpha'. Otherwise, set the radio button to 'Alpha = None (opaque)'.qEÁ, (€Š€‘€„8€‚€‚ÿImport as per source 3D file info. Default 'alpha = Image Alpha'ë¤À*Â* "€×€!„!8€‚ÿIf the source 3D file explicitly says that the texture reference should use the alpha channel of the image, then the radio button in MAX will be set to 'Alpha = Image Alpha'. Otherwise, set the radio button to 'Alpha = Image Alpha'.sGÁÂ, (€Ž€‘€„8€‚€‚ÿImport as per source 3D file info. Default 'alpha = RGB Intensity'í*´Ã* "€Û€!„!8€‚ÿIf the source 3D file explicitly says that the texture reference should use the alpha channel of the image, then the radio button in MAX will be set to 'Alpha = Image Alpha'. Otherwise, set the radio button to 'Alpha = RGB Intensity'.+ÂßÃ( €€‘€„8€‚ÿM$´Ã,Ä) "€H€PÉ€J„È8€‚ÿDon't import any image alpha info˜oßÃÄÄ) "€Þ€!„!8€‚ÿIgnore any alpha info specified by the source 3D file. Just set the radio button to 'Alpha = None (opaque)'.7 ,ÄûÄ+ &€€P¸J‚8€‚€‚ÿCameras—nÄÄ’Å) "€Ü€‘€„!€‚ÿIf this option is enabled (checkmarked) then the parameters of the current default camera will be imported.6 ûÄÈÅ+ &€€P¸J‚8€‚€‚ÿLightsžu’ÅfÆ) "€ê€‘€„!€‚ÿIf this option is enabled (checkmarked) then ambient, point, directional and spot light sources will be imported. +ÈÅ‘Æ( €€‘€„€‚ÿV/fÆçÆ' €^€‘€‚€ ‚ÿDialog Boxes Shown During the Import Processg‘ÆvÇ( €Î€!‚!€‚ÿThe following options control whether specific dialog boxes will be shown during the import process:*çÆ Ç' €€‘€‚€‚ÿT,vÇôÇ( €X€!‚!€ ‚ÿShow Import Converter Progress Dialog BoxÀ— Ç´È) €/€±‚±€‚ÿIf this option is enabled (checkmarked) then a small status dialog box will appear while a file is being imported into the core PolyTrans software. Z.ôÇÉ, (€\€!‚!€‚€ ‚ÿShow PolyTrans to MAX Progress Dialog BoxoF´È}Ê) €€±‚±€‚ÿIf this option is enabled (checkmarked) then a dialog box will appear while the PolyTrans database is being imported into MAX. This is the second phase of an import process. This dialog box will describe which entity is currently being processed, the amount of memory currently being used and the overall completion status.+ɨÊ( €€!‚!€‚ÿX/}ÊË) "€^€!„!€‚ÿAlways Ask If Viewport is to be Auto-Resized½’¨Ê½Ì+ $€%€±„±€‚‚ÿIf this option is enabled (checkmarked) then a dialog box will be presented to the user every time a scene is imported into MAX. This dialog box will ask the user whether the current camera viewport should be auto-resized around all of the imported objects. If this checkbox is disabled then this dialog box will not be shown after the import process is completed and no auto-resizing will be done.]4ËÍ) "€h€!„!€‚ÿAlways ask to add default lights if none in sceneÏ¥½ÌéÎ* "€K€±„±€‚ÿIf this option is enabled (checkmarked) then a dialog box will be presented to the user every time a scene is imported into MAX if there are no lights in the scene. This dialog box will ask the user whether two or three lights are to be added to the scene automatically. If this checkbox is disabled then this dialog box will not be shown after the import process is completed and no lights will be added to the scene.)ÍÏ& €€„€‚ÿU.éÎgÏ' €\€‘€‚€‚ÿMAX Animation Parameters Imported from FileÕ«ÏH* "€W€!„!€‚ÿThe following checkboxes control how various animation user interface aspects of MAX are modified according togÏH܆ animation timing and extents data imported from the file.*gÏr' €€‘€‚€‚ÿ:H¬) "€"€!„!€‚ÿFrame Rate FPS0rÜ* "€ €±„±€‚ÿIf this option is enabled (checkmarked) then the MAX animation frame rate will be updated to be equal to those imported from the file. For example, if the file uses 24 frames per second then the global animation frame rate will be set to Film (24 fps) in MAX.M#¬)* $€F€!„!€‚‚ÿStart/End Timeline Extent TimesÛ°Ü+ $€a€±„±€‚‚ÿIf this option is enabled (checkmarked) then the start/end of the imported animation data will be used to modify the animation start/end time limits in MAXs user interface.M)Q1] ü‰ Q±éLAnimation Conversion Options`#±= J€F€˜!±AÑañ¡1€€ ‚ÿ"Animation" Dialog Box Options:o"Q M j€F€˜!±AÑañ¡1€‚†"€‚‚€‚€‚ÿAnimation Import EnablesN±n; F€&€‘€–!±AÑañ¡1€ ‚ÿObject AnimationÆ› 4+ $€7€!„!±€‚ÿIf this option is enabled (checkmarked) then object animation data which is currently contained within the internal database will be imported into MAX. +n_( €€±‚±€‚ÿþ¼4]B R€y€!–!±AÑañ¡1€€ €‚ÿPlease note that this importer will most probably insert new nodes into the tree called anti-pivot nodes. These represent the object pivot point locations from the imported data file.T_±? N€*€‘€–!±AÑañ¡1€‚€ ‚ÿCamera Animation Ð]½< F€¡€!–!±AÑañ¡1€‚ÿIf this option is enabled (checkmarked) then camera animation data which is currently contained within the internal database will be imported into MAX (look-from, look-at, field-of-view and Roll vectors). S±? N€(€‘€–!±AÑañ¡1€‚€ ‚ÿLight AnimationÒ½ < F€¥€!–!±AÑañ¡1€‚ÿIf this option is enabled (checkmarked) then light animation data which is currently contained within the internal database will be imported into MAX (shine-from, shine-at, shine-direction and light color). Vt ? N€.€‘€–!±AÑañ¡1€‚€ ‚ÿMaterial Animation8ü ¬ < F€ù€!–!±AÑañ¡1€‚ÿIf this option is enabled (checkmarked) then material animation data which is currently contained within the internal database will be imported into MAX (ambient, diffuse, specular, luminous and filter material colors, as well as material opacity). t6t  > L€l€˜!±AÑañ¡1€‚€‚ÿImport raw, unsampled keyframe data (if possible)ŽM¬ ® A P€›€‘€–!±AÑañ¡1€‚‚€ ‚ÿIf this radio box is chosen then the raw keyframe data inside the PolyTrans database will be imported into MAX with no changes, in its rawest form. Since the internal PolyTrans animation system is almost identical to the functionality provided by 3DS MAX's animation system the keyframe data should have a close match. Caveats:T) + $€S€P!:‚!€ƒ‚ÿ1.XYZ translation and scale controllers will be imported into MAX as three separate sub-animation controllers parented to a position and scale controller. Typically, however, translation and scale animation is performed in MAX using a single controller that interpolates a 3 component vector. k-® m> L€Z€˜!±AÑañ¡1€‚€‚ÿResample keyframe data (most dependable)º~3@< F€ý€‘€–!±AÑañ¡1€‚ÿIf this radio box is chosen then all animation data imported from the PolyTrans database into MAX will first be sampled frame by frame. Doing so will catch all nuances in the source animation (such as tangency information and pre- and post- extrapolation) before the data is embedded into MAX. This is the default option since it is the "safem3@st" in terms of importing animation. =mp@: D€€˜!±AÑañ¡1€‚ÿt93@ä@; F€r€‘€–!±AÑañ¡1€ ‚ÿImport 3-channel lists as 3 separate child controllers(êp@ D> J€Õ€!–!±AÑañ¡1€‚‚‚ÿMAX has one of the most flexible animation systems, at least in terms of programming and in terms of usage. It allows, for example, translation animation to be imported either as a single animation controller which handles all of the X, Y and Z channels, or it allows for 3 separate and independent controllers to be created each of which handles one of the X, Y and Z channels.If this checkbox is enabled then X, Y and Z triples of animation channels (such as those for translation and scaling) will be imported into MAX as 3 distinct and independent animation controllers parented to one superior controller. This is the most compatible with the internal PolyTrans database which always uses 3 independent controllers for triple channels. b%ä@nF= H€K€!–!±AÑañ¡1€‚‚ÿIf this checkbox is disabled then X, Y and Z triples of animation channels (such as those for translation and scaling) will be imported into MAX using a single animation controller which contains all 3 X, Y and Z animation channels. Note, however, for this to occur the 3 source animation channels have to be resampled so that all 3 share keys at the common key times (for example, the original X channel might only have 2 keys and the Y and Z channel has 20 keys, so more keys need to be added to the X channel so that all three have 20 keys). u6 DãF? N€l€‘€–!±AÑañ¡1€‚€ ‚ÿDefault interpolation method: Linear, TCB, BezierÉnF¬G< F€€!–!±AÑañ¡1€‚ÿWhen the data is resampled and imported this option determines what kind of animation controller to be assigned to the new keyframe data. “TãF?H? N€¨€‘€–!±AÑañ¡1€‚€ ‚ÿDefault rotation controller type: Quaternion, Euler, Same as Original keyframesѬG^JN j€£€!–!±AÑañ¡1€€ €€ €€ €‚ÿWhen rotation data is resampled and imported this option determines what kind of rotation animation controller to be assigned to the new keyframe data. Quaternion will force the rotation data to be resampled into quaternions, Euler will force the rotation data to be resampled into Euler angles of XYZ rotation order, and "Same as Original keyframes" will use either Quaternions or Eulers depending on which is used for the rotation data inside PolyTrans. n/?HÌJ? N€^€‘€–!±AÑañ¡1€‚€ ‚ÿAnimation Resampling and Reduction Optionsß—^J«LH ^€/€!–!±AÑañ¡1€ãüàæz€‰€‚ÿPressing this button will show the animation resampling and reduction options dialog box. This, in general, controls the precision and reduction options used globally during animation resampling (for both import and export). If you find that your imported animation data looks jittery or does not hit target translations/rotations, then reduce the tolerance values and/or disable keyframe reduction. >ÌJéL; F€€‘€–!±AÑañ¡1€‚ÿ[*«LDM1ÜíDM¯Mð€Animation Resampling and Reduction Optionsk.éL¯M= J€\€˜!±AÑañ¡1€€‚ÿ"Animation Resampling & Reduction Options:•YDMDN< H€²€˜!±AÑañ¡1€‚‚‚ÿThe documentation for this dialog box can now be accessed through these two methods: Û¯MdOE X€·€PÉ€J‚È€ ƒ€€ €€ €€ €€ €‚ÿ1.Display the "Animation Resampling and Reduction Options" button on the "Animation" panel of the "Import Options" dialog box inside PolyTrans-for-MAX, then press the Help button located on that dialog box.=DN¡O: D€€˜!±AÑañ¡1€‚ÿÆdO²€? L€€PÉ€J‚È€ ƒ€€ €€ €€ €‚ÿ2.Or, start up the stand-alon¡O²€éLe PolyTrans or NuGraf software, select the "Animation Resampling and Reduction Options" menu item from the Edit/Preferences menu, then press the Help button. >¡Oð€; F€€‘€–!±AÑañ¡1€‚ÿ],²€M1ÌRü‰Ë€M» ÃSupported Parameter Conversions and Mappingsn1ð€»= J€b€˜!±AÑañ¡1€€ ‚ÿSupported Parameter Conversions and Mappings:É„M„‚E X€ €˜!±AÑañ¡1€‚‚‚€‚€‚ÿThis section describes which PolyTrans database entities are imported into the 3DS MAX database:Entities Yet to be Imported‡K» ƒ< H€–€‘€˜!±AÑañ¡1€‚ÿThe following PolyTrans entities are expected to be supported over time:=„‚Hƒ: D€€˜!±AÑañ¡1€‚ÿî¾ ƒ6„0 .€}€P‘€J‚€ƒ€ €‚ÿ·Trimmed NURBS. This code was written in 1998 but will not be supported or released by Okino due to the unstable nature of importing trimmed NURBS into MAX via the MAX SDK interfaces. =Hƒs„: D€€˜!±AÑañ¡1€‚ÿ•f6„…/ .€Ì€P‘€L‚€ƒ€ €‚ÿ·Planar and cubical environment maps. At the moment only spherical reflection maps are imported.Ys„a…B T€.€˜!±AÑañ¡1€‚€‚€‚ÿPolygon Geometry%à…†ŠE X€Á €‘€˜!±AÑañ¡1€‚‚€ €‚ÿAll PolyTrans geometry, including n-sided polygon meshes with recursive holes, trimmed NURBS surfaces, bicubic patches and quadric surface will all be triangulated prior to import into 3DS MAX. The triangulation is necessary because triangle meshes are the core geometric primitive in 3DS MAX.Please note that 3DS MAX internally is geared towards the usage of smoothing groups to make objects appear smooth whereas almost all other 3d modeling packages allow 1 or more vertex normals to be assigned to each polygon vertex. While 3DS MAX allows a single vertex normal to be assigned to a polygon vertex, it does not properly allow more than 1 vertex normal to be assigned to a single polygon vertex (multiple vertex normals are deleted prior to a rendering process and replaced with single normals computed from smoothing groups). This is a problem when importing meshed data that has very long and thin triangles, at obtuse angles, such as that from STL data. PolyTrans makes a good attempt to overcome the lack of multiple vertex normals by computing proper smoothing groups and toying with the vertex normals. It is hoped that future versions of MAX will provide a method to associate 2 or more vertex normals with a single polygon vertex.›]a…!‹> L€º€‘€˜!±AÑañ¡1€‚‚‚ÿThe following PolyTrans object attributes will be imported along with the mesh geometry:S&†Št‹- *€L€P!J‚!€ƒ€‚ÿ·Vertex (u,v) texture coordinatesB!‹¶‹- *€*€P!J‚!€ƒ€‚ÿ·Vertex colors. Et‹û‹- *€0€P!J‚!€ƒ€‚ÿ·Casts Shadows flagG¶‹BŒ- *€4€P!J‚!€ƒ€‚ÿ·Receive Shadows flag?û‹Œ- *€$€P!J‚!€ƒ€‚ÿ·Hidden flag.ŠLBŒ > L€˜€‘€˜!±AÑañ¡1€‚‚‚ÿAnd these are the currently unsupported PolyTrans geometric attributes:|OŒ‡- *€ž€P!J‚!€ƒ€‚ÿ·U/V tangent vectors are not imported. There is no equivalent in 3DS MAX. A È> L€€P!Jš!ʱAÑañ¡1€‚ÿÀƒ‡ˆŽ= H€€‘€˜!±AÑañ¡1€‚ÿIn addition, the import plug-in allows the following geometric processing functions to be applied to the imported mesh geometry:=ÈÅŽ: D€€˜!±AÑañ¡1€‚ÿS&ˆŽ- *€L€P!L‚!€ƒ€‚ÿ·Flip orientation of all normals.e8ÅŽ}- *€p€P!L‚!€ƒ€‚ÿ·Unify the orientation of all polygons and normals.‡ZÀ- *€´€P!L‚!€ƒ€‚ÿ·Weld all vertex coordinates and vertex normals together using a specified toleranc}Àð€e.J }ZÀ> L€€˜!±AÑañ¡1€‚€‚ÿCameras~BÀØÀ< H€„€‘€˜!±AÑañ¡1€‚ÿThe following camera types and camera parameters are converted:=ZÀÁ: D€€˜!±AÑañ¡1€‚ÿ·:ØÀÌÁ}#Ê€t4H9 €€‚ÿD€€˜!±AÑañ¡1€‚ÿ>€<€˜!±AÑañ¡1‚ÿÿÿPolyTrans Camera ParameterImported 3DS MAX ParameterxÁDÂr#´€ 4H9 D€€˜!±AÑañ¡1€‚ÿD€€˜!±AÑañ¡1€ ‚ÿÿÿ’#ÌÁÖÂo#®€F4H9 D€€˜!±AÑañ¡1€‚ÿ>€$€˜!±AÑañ¡1‚ÿÿÿTargeted cameraTargeted cameraxDÂNÃr#´€ 4H9 D€€˜!±AÑañ¡1€‚ÿD€€˜!±AÑañ¡1€ ‚ÿÿÿ˜)ÖÂæÃo#®€R4H9 D€€˜!±AÑañ¡1€‚ÿ>€4€˜!±AÑañ¡1‚ÿÿÿWindow width and heightField of viewO NÃ5ÄB T€€˜!±AÑañ¡1€‚€‚€‚ÿLights|@æÃ±Ä< H€€€‘€˜!±AÑañ¡1€‚ÿThe following light types and light parameters are converted:=5ÄîÄ: D€€˜!±AÑañ¡1€‚ÿ·:±Ä¥Å}#Ê€tOHT €€‚ÿD€€˜!±AÑañ¡1€‚ÿ>€<€˜!±AÑañ¡1‚ÿÿÿPolyTrans Camera ParameterImported 3DS MAX ParameterxîÄÆr#´€ OHT D€€˜!±AÑañ¡1€‚ÿD€€˜!±AÑañ¡1€ ‚ÿÿÿ‰¥Å¦Æo#®€4OHT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿPoint lightOmni lightš+Æ@Ço#®€VOHT D€€˜!±AÑañ¡1€‚ÿ>€,€˜!±AÑañ¡1‚ÿÿÿTargeted spot lightTargeted spot light–'¦ÆÖÇo#®€NOHT D€€˜!±AÑañ¡1€‚ÿ>€(€˜!±AÑañ¡1‚ÿÿÿDirectional lightDirectional lightt@ÇJÈo#®€ OHT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿ‚ÖÇÌÈo#®€&OHT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿRGB colorColorJÈMÉo#®€$OHT D€€˜!±AÑañ¡1€‚ÿ>€€˜!±AÑañ¡1‚ÿÿÿEnabledOn/Off†ÌÈÓÉo#®€.OHT D€€˜!±AÑañ¡1€‚ÿ>€€