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- conv3ds
- -------
-
- conv3ds converts 3ds models produced by Autodesk 3D Studio and other
- modelling packages into X Files.
-
-
- How to use it
- -------------
-
- At its simplest you can run it with no options and it will (endeavour) to
- produce an X file containing a hiearchy of frames. For example:
-
- conv3ds file.3ds
-
- will produce an X File file.x. Use Frame::Load to load the frame.
-
- If the 3ds file contains key frame data then you can produce an X file
- which contains an animation set using the -A option. For example:
-
- conv3ds -A file.3ds
-
- Use AnimationSet::Load to load the animation.
-
- If you want to make an X file containing a single mesh made from all the
- objects in the 3ds file then use the -m option.
-
- conv3ds -m file.3ds
-
- Use MeshBuilder::Load to load the mesh.
-
-
- Other useful options
- --------------------
-
- * The -T option will wrap all the objects and frame hierarchies in a single
- "toplevel" frame. This enables you to load all the frames and objects in
- the 3ds file with a single call to Frame::Load, using the default options
- (ie. Load the first toplevel frame hiearchy in the X file). The frame
- containing all the other frames and meshes is called "x3ds_filename"
- (without the .3ds extension). When used with the -m option this option has
- no affect.
-
-
- * The -s option allows you to specify a scale factor for all the objects
- converted in the 3ds file. For example
-
- conv3ds -s10 file.3ds
-
- will make all the objects 10 times bigger, and
-
- conv3ds -s0.1 file.3ds
-
- will make all the objects 10 times smaller
-
-
- * The -r option reverses the winding order of the faces when the 3ds file is
- converted. If after converting the 3ds file and viewing it in D3D, the object
- appears "inside-out" try converting it with the -r option. All Lightwave
- models (see notes below) exported as 3ds files will need this option.
-
-
- * The -v option turns on verbose output mode. Specifiy an integer with it.
- The only useful (currently) integers are:
- -v1, print out warnings about bad objects and general information
- about what the converter is doing
- -v2, print out basic keyframe information, objects being included in the
- conversion process, and information about the objects while being saved.
- -v3, very verbose (mostly useful for debugging) information.
-
- The default is -v0.
-
-
- * The -e option allows you to change the extension for texture map files. For
- example:
-
- conv3ds -e"ppm" file.3ds
-
- and file.3ds contains objects which reference the texture map file brick.gif,
- the X file will reference the texture map file brick.ppm. The converter does
- not convert the texture map file. The texture map files must also be in the
- D3DPATH when the resulting X File is loaded.
-
-
- Other options
- -------------
-
- * The -t option specifies that the X File produced will not contain texture
- information.
-
- * The -N option specifies that the X file produced will not contain Normal
- information. All the D3DRM Load calls will generate normals for objects
- with no normals in the X file.
-
- * The -c option specifies that the X file produced should not contain
- texture coordinates. By default if you use the -m option the outputted mesh
- will contain 0,0 uv texture coordinates if the 3ds object had no texture
- coordinates.
-
- * The -f option specifies that the X file produced should not contain any
- FrameTransformMatrix.
-
- * The -z and -Z options allow you to adjust the alpha face color value of
- all the materials referenced by objects in the X File.
- This is best illustrated with an example:
-
- conv3ds -z0.1 -Z0.2 file.3ds
-
- says add 0.1 to all alpha values under 0.2. And
-
- conv3ds-z"-0.2" -z1 file.3ds
-
- says subtract 0.2 from the alpha values for all alphas.
-
- * The -o option allows you to specify the filename for the .X File produced.
-
- * The -h option tells the converter not to try to resolve any hiearchy
- information in the 3ds file (usually produced by the keyframer). Instead all
- the objects (when the converter is not used with the -m option) are outputted
- in toplevel frames.
-
-
- 3ds file produced from lightwave objects
- ----------------------------------------
-
- There are a number of issues with 3ds files exported by the trans3d
- plugin for lightwave. These are best handled using the following
- options to conv3ds.
-
- conv3ds -r -N -f -h -T|m trans3dfile.3ds
-
- All the 3ds objects which we've come across produced by trans3d and the
- lightwave object editor need their winding order reversing (otherwise they
- appear "inside-out" when displayed) and contain no normal information.
-
-
- Hints and Tips
- --------------
-
- Some of these are pretty obvious but are probably worth saying anyway.
-
- If, after loading an object produced by conv3ds into the D3DRM viewer,
- you can't see the object then try using the -s object
- with an integer of say, 100, to increase the X file objects scale.
-
-
- If, after loading the object into the viewer and switching from flat
- shading into Gourard shading the object turns dark grey try converting
- with the -N option.
-
- Textures can be the biggest problem. If after converting the object the
- textures don't get loaded then make sure that the object is referencing
- either .ppm or .bmp files (using the -e option), make sure the textures
- width and height is a power of 2, and make sure the textures are stored
- in one of the directories in your D3DPATH.
-
-
- Known bugs and problems
- -----------------------
-
- Currently conv3ds can't handle dummy frames used in 3ds animations.
- It just ignores them (but will convert any child objects).
-
-