This dialog appears
when you choose the Shockwave 3D format as the export format for
Resources to Export group
- Scenegraph hierarchy
or not the parent-child hierarchy between all geometry, light, group,
and camera resources is written to the Shockwave 3D file. This option
should always be selected when exporting an entire scene from 3ds Max.
The Shockwave 3D scenegraph contains:
- Information on parent-child relationships.
- Information about what resources each
scene element uses (for example, the model resource used by a model
in the scenegraph).
- Controls for any modifiers associated
with the geometry resources.
- Information about any cameras, lights,
and groups in the scene. Shockwave 3D treats cameras, lights, and
groups as less important resources, and stores information about
them only in the scenegraph.
The scenegraph hierarchy
is the glue that binds most of the scene assets in the Shockwave
3D file. If this option is turned off, only shader, texture, model,
and motion resources will be written to the W3D file, and all the
other information that specifies how objects exist in the scene,
how the scene is laid out, how the scene is lit, and how the scene
is viewed will be missing. For this reason, turn this option off only
when exporting libraries of animations or texture maps.
NoteThe exporter will
remember this setting from one export to the next. Be sure to turn on
this option again before trying to export an entire scene. If you
do not, the result will be unusable (except as an object and texture library).
- Geometry resources
Exports all meshes and their
associated bones to the Shockwave 3D file. If this option is turned
off, the preview window will be completely black. All other designated resources
will be written to the W3D file.
Writes out the animation on
all objects supported by the exporter to the Shockwave 3D file.
The preview window is useful in quickly showing which animations
the exporter is capturing.
By default, the Shockwave
3D Exporter captures the animation of all objects in the scene in
every frame. This data is compressed into a streaming format as
the file is written. There may be times, however, when you only want
to capture part of an animation, or sample it more coarsely than
once a frame. If this option is cleared, the full scene will be
displayed in the preview window without any animations.
3ds Max supports direct
animation of cameras and lights. If you animate a camera or light,
that animation will be exported, but an extra geometry node will
be inserted into the scene during the export process. This geometry
node has the animation of the camera or light applied to it, and
the camera or light is made a child of this extra node.
The exporter does this
because the Shockwave 3D runtime engine supports keyframes only
on geometric nodes. The extra node that the exporter creates is
named "Dummy Animation Node xyz", where xyz is the name of the animated
camera or light. This dummy geometry node also has a dummy material
applied to it named Dummy Material, and the geometry is invisible.
Lingo™ programmers should
note that the camera or lights transform is now relative to the
dummy geometry node, that is, its parent.
ImportantAnimation export compression
collapses non-bone-based hierarchies (simple linked hierarchies
in 3ds Max), so only animation assigned to the root exports properly.
For example, in a simple head animation where the eyes and eyelids
are linked to the skull, the skull movements export but the eye
and eyelid animations do not. Because 3ds Max groups do not collapse
on export, you should link each element of your chain, and then
group each element with its parent starting from the bottom of the
chain and working to the top. Arrange each group's pivot point,
and then animate only the group objects, and not their contained elements.
- Material resources
Exports all basic materials
associated with all objects supported by the exporter to the Shockwave
3D file. Materials represent the most basic properties that can
be assigned to a surface, such as diffuse color, opacity, and specular
We strongly recommend
that you leave this option on when exporting any geometry, shader,
or texture map resources. Turn this option off only when exporting
just the animation in a scene; otherwise, the W3D file will not
work correctly with Director.
- Texture map resources
Exports all texture maps associated
with all objects supported by the exporter to the Shockwave 3D file.
Texture maps in Shockwave 3D are bitmap images or 2D procedural
maps, such as Tile and Gradient Ramp. All bitmap images used in 3ds Max are
transformed by Shockwave 3D into streaming JPEG images.
NoteThe terms "Texture,"
"Map," and "Texture Map" are used interchangeably. If this option
is turned off, models will be untextured when first loaded into
Director, because they will have no texture information (despite
their being visible and fully shaded in the preview window). Once
textures are assigned to the proper shaders with Lingo, the models
will look properly textured.
Exports all shaders in
the Shockwave 3D file. Shaders are the highest-level entities that
describe surface properties. They bear no relationship to the shaders
used in 3ds Max. Shockwave 3D does not distinguish among Blinn,
Phong, Anisotropic, or any other shader algorithm that determines the
rendered look of materials and maps. Only Gouraud shading, which
is most closely emulated by the standard shaders in 3ds Max,
is supported. Shockwave 3D shaders are primarily pointers to
map resources and
NoteThe Shaders option
should be used in conjunction with the Texture Map Resources and
Material Resources options. If this option is turned off, models
will be invisible when first loaded into Director, because they
will have no shading information (despite their being visible and
fully shaded in the preview window). Once shaders are assigned to
the models with Lingo (Director's scripting language), the models
will become visible and look properly shaded.
- Enable Toon and SDS
When turned off, this option
prevents the writing of geometry data used by some of the more advanced
Shockwave 3D technologies, and thus reduces the overall file size.
If turned off, Toon and
Subdivision Surfaces (SDS) data is not included in the export file,
which means that the Toon and Subdivision Surfaces modifiers cannot
be applied to the model in Director. A model missing this geometry
data can be used with all other Shockwave 3D technologies, however.
Leave this option turned on unless it is expedient to reduce the
size of the W3D file.
NoteThere is no way to
tell if a W3D file was exported with this option enabled or disabled until
you try to apply the Toon or SDS modifiers in Director. For this
reason, if you turn off this option, use a special naming convention
to indicate that a model doesn't have the Toon or SDS data in it.
- Light resources
Exports all lights in
the scene to the Shockwave 3D file.
Turning this option off
doesn't do anything unless the scenegraph hierarchy option is also
turned off. The only time you should turn this option off is when
exporting just the animation, geometry, or texture data in a scene.
Determines the viewpoint
used for the scene in Director. This option defaults to Active Viewport,
but if any cameras exist in the scene, you can choose one from the
NoteIn order to preview
or export an animated camera, you must select that camera from the
list. Selecting Active Viewport with an animated camera will not
export that camera's animation.
Compression Settings group
The Shockwave 3D file
contains all scene assets in a proprietary compressed and streaming
format. You can control the order in which data streams with the
user properties. The amount of compression of the scene assets is
set by three controls: Geometry Quality, Texture Quality, and Animation
Quality. The controls have values that range from 0.1 to 100.0,
with higher values giving less compression and better quality (a
more faithful representation of the original model).
A value of 100 means
that the scene assets will be represented at the best quality possible,
but with some degree of compression still present. It does not represent
the value at which compression does not occur. Also, the compression
controls do not have a linear scale, so a setting of 20.0 doesn't necessarily
mean that the quality level of the resulting data is twice as good as
that produced with a setting of 10.0.
- Geometry quality
Controls how much the scene
geometry data (such as vertex positions and normals and texture
coordinates) is compressed. The default of 25.0 generally produces
a good compromise between data accuracy and space savings.
- Texture quality
Controls the compression
of textures (images) in the scene.
- Animation quality
Controls the compression
of animation data in the scene. Higher compression levels (lower
quality) tend to remove the finer motions authored in the scene,
especially motion-capture data, while occasionally introducing small
You might need to
use larger values of the
Sampling Interval control
with greater values of this setting to minimize the file space consumed
by animation while still maintaining acceptable motions.
Texture Size Limits group
The Texture Size Limits
setting lets you reduce the size of the W3D file by limiting the
size of the texture maps in the export.
The reduced size of the
texture maps will usually look fine on the model, because the model's
UVW texture coordinates will have already taken into account the
non-square dimensions of the image. Use the smaller settings if,
after tuning the compression settings and simplifying the scene
in 3ds Max, the W3D file is still too large. If the scene contains
no textures, or only small textures, limiting the texture size will
not help to reduce the size of the W3D file.
- No limits on texture size
Exports all texture maps in
the scene at the full resolution of the image as used in 3ds Max.
For example, a 2048 X 4096-pixel image will be written to the W3D
file at these dimensions (compressed, of course).
- 512 by 512 pixels maximum
Exports the texture maps so
that no image exceeds 512 X 512 pixels. A 2048 X 4096-pixel image
will be scaled to a 512 X 512-pixel image; a 128 X 1024-pixel image will
be scaled to a 128 X 512-pixel image.
- 256 by 256 pixels maximum
Exports the texture maps so
that no image exceeds 256 X 256 pixels. A 2048 X 4096-pixel image
will be scaled to 256 X 256 pixels; a 128 X 1024-pixel image will
be scaled to 128 X 256 pixels.
Animation Options group
The Animation Options
group contains the controls to change how an animation is captured.
- Sampling interval
This setting is used
to capture object animation once every specified number of frames.
These Start and End controls
indicate which frames of the scene animations are to be captured.
By default, these values are set to capture the entire animation interval
specified in 3ds Max, sampling all animations in the scene every frame.
- Author Check
Opens a window displaying
warning messages about possible problems found converting the scene
to the W3D file format. If no errors are found, the window is blank.
These messages, which
do not necessarily indicate problems with the scene, can be useful
in debugging problems such as why the scene looks different in the
preview window than it does in 3ds Max. If the scene uses any 3ds Max features
that are not supported by the exporter, they will be listed here.
Opens the Choose Export File
dialog, which lets you specify the name and location of the file
to be exported. When you click Save, you're returned to the Export
Options dialog; the file name and path you specified appear in the
field next to the File button.
NoteClicking the Save
button does not save the W3D file; you must click the Export button to
create the file.
Exports the Shockwave 3D
file, using the path and name specified next to the File button.
- View after export
After you export a file, this
option lets you view it in the