JSR-184 Object Parameters
 
 
 
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Application menu Export JSR-184 (*.M3G).

The JSR-184 data file is represented as the root object of your scene. Many of the parameters of objects in the JSR-184 data file can be adjusted to optimize the output of your scene. You can preview your exported scene using the JSR-184 Standalone Player.

NoteAll editable parameters are displayed in boldface.

The JSR-184 Data File

Material Table

Material Table is a special object that contains all the materials and textures used in the JSR-184 scene. The Material Table has a two-level structure: the 3ds Max Design material name is the first level and its associated textures comprise the second level. The Material Table is represented as [Material Table] in the JSR-184 scene tree.

The 3ds Max Design level displays the following parameters:

  • Approx.Object Size: Shows the object size with sub-objects.
  • User-defined ID: Displays the user ID for the object.
  • Layers: Sets the rendering layer for the JSR-184 Appearance Object. When rendering a World, Group, or Mesh, submeshes and sprites are rendered in the order of ascending layers.

The texture level displays the following parameters:

  • Approx.Object Size: Shows the object size with sub-objects.
  • User-defined ID: Displays the user ID for the object.
  • Blending: Specifies how to combine the filtered texture color with the incoming fragment color in a texturing unit. This is equivalent to the texture environment mode in OpenGL. Options are Add, Blend, Decal, Modulate, and Replace.
  • WrappingS and WrappingT: The Repeat and Clamp texture wrapping modes define the treatment of coordinate values that are outside the [0,1] range.
  • Level Filter: Sets the texture filtering. Options are Nearest, Linear, and Base Level.
  • Image Filter: Sets the image filtering. Options are Nearest, Linear, and Base Level.

World

World is a special Group node that is a top-level container for scene graphs. A World Object is represented as <<World>> in the JSR-184 scene tree. Every world object has three sub-objects: [Background], [Active Camera], and [Ambient Light]. A World object has the following parameters:

  • Approx.Object Size: Shows the object size with sub-objects.
  • User-defined ID: Displays the user ID for the object.
  • Enable Rendering: Sets the picking enable flag of this node. The effective rendering enable status for this node is the logical AND of the enable flags on this node and all of its ancestors. This means that the World node is disabled if any of its ancestors are disabled. The status of the World node has an effect only if all its ancestors are enabled. If the effective status is set to True, this node is enabled. If it is False, it is disabled.
  • Enable Picking: Sets the picking enable flag of this node. The effective rendering enable status for this node is the logical AND of the enable flags on this node and all of its ancestors. This means that the World node is disabled if any of its ancestors are disabled. The status of the World node has an effect only if all its ancestors are enabled. Options are True and False.
  • Alpha Factor: Allows groups of mesh objects to fade in and out conveniently, provided that certain preconditions related to their appearance are met. The Alpha Factor is defined for each node, and its value is between 0 and 255.
  • Scope: Allows the scene graph nodes to form conceptual groups independent of the scene graph hierarchy. By default, all objects are visible to all cameras and lit by all light sources. The scope is an integer bitmask set to –1 by default.

Background

Every world object has two sub-objects: [Background] and [Active Camera]. The only parameter available for the Active Camera is selecting an active camera from sub-objects of the current World Object. Background parameters are listed below:

  • Approx.Object Size: Shows the object size with sub-objects.
  • User-defined ID: Displays the user ID for the object.
  • Image Mode X and Image Mode Y: Sets the background image repeat mode for the X and Y directions. Image mode can be set to either Border or Repeat.
  • Depth Clear Enabled: Enables or disables depth buffer clearing. If depth buffer clearing is enabled, the portion of the depth buffer that corresponds to the viewport is cleared to the maximum depth value. Set this parameter to True to enable depth buffer clearing. Set it to False to disable.
  • Color Clear Enabled: Enables or disables color buffer clearing. If color buffer clearing is enabled, the portion of the color buffer that corresponds to the viewport is cleared with the background image and/or the background color. Set this parameter to True to enable color buffer clearing. Set it to False to disable.

Group

Group is a scene graph node that stores an unordered set of nodes as its children. A Group object is represented as <<Group>> in the JSR-184 scene tree.

NoteSince most JSR-184 objects cannot contain any sub-objects, the JSR-184 exporter uses the Group object to represent the 3ds Max Design hierarchy. In this case, the Group object is assigned a name such as <<ObjectName Group>>, where ObjectName is the name of the 3ds Max Design object with sub-objects. Parameters available for Group objects are the same as parameters for World objects.

Camera

Camera is a scene graph node that defines the position of the viewer in the scene and the projection from 3D to 2D. A Camera object is assigned the same name as its counterpart in the original 3ds Max Design scene.

  • Approx.Object Size: Shows the object size with sub-objects.
  • User-defined ID: Displays the user ID for the object.
  • Scope: Allows scene graph nodes to form conceptual groups independent of the scene graph hierarchy. The default scope is –1, implying that all nodes are in the same scope. By default, all objects are visible to all cameras and are lit by all light sources.
  • Projection Type: Sets the projection mode for the Camera. Options are Parallel and Perspective.

Ambient Light

Ambient light represents the ambient light color from the 3ds Max Design environment setting. Ambient light parameters are the same as Light parameters.

Light

Light is a scene graph node that represents different kinds of light sources. A Light object is assigned the same name as its counterpart in the original 3ds Max Design scene.

  • Approx.Object Size: Shows the object size with sub-objects.
  • User-defined ID: Displays the user ID for the object.
  • Enable Rendering: Sets the light to On or Off. Options are True and False.
  • Scope: Allows scene graph nodes to form conceptual groups independent of the scene graph hierarchy. The default scope is –1, implying that all nodes are in the same scope. By default, all objects are visible to all cameras and are lit by all light sources.

Sprite3D

Sprite3D is a scene graph node that represents a 2–dimensional image with a 3D position. The only way to create a Sprite3D object is to convert a two-polygon 3ds Max Design mesh object. A Sprite3D object is named “Sprite, ObjectName,” where ObjectName is the name of the corresponding 3ds Max Design mesh object.

  • Approx.Object Size: Shows the object size with sub-objects.
  • User-defined ID: Displays the user ID for the object.
  • Enable Rendering: Sets the rendering enable flag of this node. The effective rendering enable status for this node is the logical AND of the enable flags on this node and all of its ancestors. This means that this node is disabled if any of its ancestors are disabled. The status of this node has an effect only if all its ancestors are enabled. If the effective status is set to True, this node is enabled. If it is False, it is disabled.
  • Scope: Allows scene graph nodes to form conceptual groups independent of the scene graph hierarchy. The default scope is –1, implying that all nodes are in the same scope. By default, all objects are visible to all cameras and are lit by all light sources.

Mesh

  • Approx.Object Size: Shows the object size with sub-objects.
  • User-defined ID: Displays the user ID for the object.
  • Scope: Allows scene graph nodes to form conceptual groups independent of the scene graph hierarchy. The default scope is –1, implying that all nodes are in the same scope. By default, all objects are visible to all cameras and are lit by all light sources.
  • Projection Type: Sets the projection mode for the Camera. Options are Parallel and Perspective.

Morphing Mesh

Morphing mesh is a scene graph node that represents a vertex-morphing polygon mesh. A morphing mesh object is assigned the same name as its counterpart in the original 3ds Max Design scene. Morphing mesh parameters are the same as mesh object parameters.

NoteMorphing animation is not supported. A Morphing mesh is exported with morph targets. If you wish to export a morphing mesh animation, set animated weights to morph targets during playback.

Skinned Mesh

Skinned Mesh is a scene graph node that represents a skeletally-animated polygon mesh. A skinned mesh object in the JSR-184 scene is assigned the same name as its counterpart in the original 3ds Max Design scene. Skinned mesh parameters are the same as Mesh Object parameters.

NoteBiped meshes are not supported.