Tài liệu 3D Game Programming All in One- P17 ppt

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Tài liệu 3D Game Programming All in One- P17 ppt

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1. Using Windows Explorer, browse your way to C:\3DGPAi1\resources\tools and launch UVMapper.exe. 2. Maximize the window when it opens. 3. Find the file you exported, C:\3DGPAi1\resources\ch9\mynewcan.obj, and open it. 4. You will see an alert, listing some statistics about the object. Click OK. 5. You will see a bunch of triangles fill your window. Ignore them for the moment. 6. Choose Edit, New UV Map, Cylindrical Cap. You will get a Cylindrical Cap Map- ping dialog box. 7. Click OK. You will then get a layout of the can's triangles (like that in Figure 13.7), with a rectangular block of triangles across the middle and a circle of triangles at both top and bottom. 8. Choose File, Save Model. The OBJ Export Options dialog box then appears. 9. Set the options boxes as shown in Table 13.1 and click OK. 10. Replace the OBJ file C:\3DGPAi1\resources\ch9\mynewcan.obj by saving over it. 11. Choose File, Save Texture Map. The BMP Export Options dialog box appears. 12. Set the options to the values shown in Table 13.2. 13. Save to the file name C:\3DGPAi1\resources\ch9\mynewcan.bmp. This is the texture map, or UV mapping template, for your can. 14. Switch back to MilkShape. 15. Choose the Groups tab and select the can group. 16. Click the Delete button. You will replace this object with the one you exported from UVMapper. 17. Choose File, Import, Wavefront Obj and import the mynewcan.obj file you saved from UVMapper. 18. On the Groups tab, locate your new object (mynewcan.obj), select it, and rename it if you like. 19. With the new object selected, choose the Materials tab. 20. Choose the label mater- ial and then click Assign. MilkShape 3D 387 Figure 13.7 Unwrapping the can in UVMapper. Team LRN Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 21. Your texture should appear on the can in the 3D view, wrapped correctly. 22. If no texture appears, click in the 3D window to force an update. 23. If there is still no texture, make sure that you have the 3D window still set to Tex- tured, by right-clicking in the 3D window and checking the menu. Enhancing the Soup Can Model Have a seat and stew on that for a while. When you are done, we'll carry on and start ham- mering at the soup can and improve the model. How about we open the can up? The can model has a top and a bottom. We want to leave the bottom where it is and flip the top lid up. First we need to separate the lid from the can. 1. Choose the Model tab and click Select. Chapter 13 ■ Introduction to Modeling with MilkShape388 Table 13.1 UVMapper OBJ Export Options Values Value Option clear Export As Single Group set Export Normals set Export UV Coordinates clear Flip Texture (UV) Coordinates Vertically clear Flip Texture (UV) Coordinates Horizontally clear Reverse Winding Order clear Invert Normals clear Swap Coordinates Y and Z set Export Materials set Export UVMapper Regions clear Export Using Rotation Settings clear Don't Export Linefeeds (Mac compatible) clear Don't Compress Texture Coordinates Table 13.2 UVMapper BMP Export Options Values Value Option 512 Bitmap Size—Width 512 Bitmap Size—Height clear Flip Texture Map Vertically clear Flip Texture Map Horizontally clear Exclude Hidden Facets Team LRN Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 2. Click Vertex and select all the vertices at the bottom of the can, as shown in Figure 13.8. Use either the Side view or the Front view. 3. Choose Edit, Hide Selection. The dots of the vertices will disappear. This means that none of the vertices for the bottom face are selectable. 4. Now click Face. Make sure that By Vertex is selected. 5. In the Top view, select the vertex in the center of the can, as in Figure 13.9. Because you had hidden the bottom vertices, only the single center vertex for the top of the can has been selected. And because you are actually selecting faces by vertex, then all the top lid faces—and only those faces—have been selected. 6. In the Groups tab, click Regroup. This will create a new mesh with only the faces from the top of the can. The mesh will be named "Regroup01". Rename this mesh to "lid" in the same manner that you did earlier when you renamed the cylin- der mesh to "can". 7. Switch back to the Model tab. Your lid mesh should still be selected. 8. Click the Move button, and then click and drag in the Side view to move the lid up and to one side from the rest of the can. 9. Click the Rotate button, and then click and drag in the side window to rotate the lid as if you were bending the lid back (see Figure 13.10). 10. If necessary, repeat step 8 to position the lid properly. You might have to adjust it in one of the other views, depending on how you ini- tially moved the lid. MilkShape 3D 389 Figure 13.8 Selecting the bottom vertices. Figure 13.9 Selecting the center vertex. Team LRN Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. 11. Choose the Groups tab and click Regroup. The lid faces will now be part of their own group. 12. Choose Edit, Duplicate Selec- tion. Another copy of the lid will be made in exactly the same location as the original. 13. Select Face, Reverse Vertex Order. This will invert the normals of the lid's faces, making it viewable from the other direction. You will recall that the normal of a face is, in the simplest terms, the direction that a face is facing. 14. On the Groups tab, add the original lid to your selection by clicking on the first lid group. 15. Select Vertex, Weld Together. Now the original lid is viewable from one side, and the copy is viewable from the other. They now share the exact same vertices. If you rotate your can in the 3D view, you'll see that your lid now has the lid part of the skin on both sides. You'll also notice that the inside of the can is black. This is because no faces are normalized to the interior, just as the lid at first did not have any faces normalized on the side. tip You may be wondering why you didn't have to assign a material to the new faces you created with the Duplicate command. What happened is that when you grouped the original faces and the new faces together, the material that was assigned to the original lid faces were automatically assigned to the new group. 16. Repeat the above steps but this time create a set of faces for the can body that are normalized to the interior instead of the exterior, and then group them together. You can use your UV mapping and Paint Shop Pro skills to create a more realistic metallic interior to the can, instead of just repeating the exterior skin on the inside. 17. Save your work—you never know when a nice can of soup may be needed for dip- ping your towel in! Chapter 13 ■ Introduction to Modeling with MilkShape390 Figure 13.10 The can with lid opened. Team LRN Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. So, here we are. You've made a model of an object, using a couple of shape primitives. And you've learned how to make double-sided textures, rotate and move meshes (or groups), and assign skins. Feel free to explore your new capabilities. Poke around and try out the other primitives. Menus MilkShape can perform many more features and operations than what we've just gone over. In later chapters you'll learn how to make more difficult and challenging shapes, like player-characters, vehicles, and weapons. In this chapter we'll take a look at the program itself in more detail. Most but not all of the menus have shortcuts assigned to the keys. Typically, the ones that are used the most do have shortcuts. If you want to add your own shortcut, you can use a plug-in to do that. We'll cover that when we discuss the Tools menu. File As in most Windows pro- grams, operations in the File menu (see Figure 13.11) relate either to the creation and saving of files or to making global alter- ations to the current file's properties or contents. See Table 13.3 for more detail. Edit The MilkShape Edit menu (see Figure 13.12) contains commands that assist the user when modifying models. It does not have Cut, Copy, or Paste but does offer com- mands in a similar vein for duplicating, hiding, and selecting objects. See Table 13.4 for more detail. Vertex You can perform a number of operations on vertices in a model. They are available through the Vertex menu (see Figure 13.13). In most cases you will need to ensure that you've selected only vertices in a model or at least have the selection mode set to Vertex. See Table 13.5 for more detail. MilkShape 3D 391 Figure 13.11 The File menu. Figure 13.12 The Edit menu. Figure 13.13 The Vertex menu. Team LRN Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. Chapter 13 ■ Introduction to Modeling with MilkShape392 Table 13.3 MilkShape File Menu Command Description New Creates a new blank workspace. If the current workspace is not empty, then the user is prompted to save changes or continue without saving. Only one workspace can be open at a time. Open Opens an existing MS3D formatted file using the standard Open dialog box. Save Saves the current workspace as an MS3D file, providing that the current workspace has a name. If the workspace is unnamed, then the command will behave like Save As. Save As Requires the user to specify a new file name under which to save the workspace contents. Merge Merges together two MS3D documents: the current workspace and another workspace selected from file. Import Presents a submenu of file import plug-ins. This command works like the Open command, once an import plug-in is selected, except that some plug-ins offer import options in a user dialog box. Export Presents a submenu of file export plug-ins. This command works like the Open command, once an import plug-in is selected, except that some plug-ins offer additional export-specific options in a user dialog box. Preferences Presents the Preferences dialog box. This allows the user to set definable global application attributes and behaviors. Exit Exits the MilkShape program. The user is prompted to save changes if there are any that haven't been saved. Table 13.4 MilkShape Edit Menu Command Description Undo The workspace is reverted back to the state it was in before the last user operation. Redo The workspace is reverted back to the state it was in before the Undo operation. Duplicate Selection All selected objects are duplicated in place. This command selects the new duplicates and deselects the previously selected objects. Delete Selection The currently selected objects are deleted. Delete All All objects in the workspace regardless of their selection state are deleted. Select All All objects in the workspace are selected. Select None All objects in the workspace are deselected. Select Invert All objects that were selected are deselected, and all unselected objects are selected. Hide Selection The selected object is hidden from view. This operation can also be performed on groups using the Groups tab in the toolbox. Unhide All All objects in the workspace are shown. Team LRN Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. Face The Face menu (see Figure 13.14) provides com- mands for manipulating triangles and faces in the workspace. See Table 13.6 for more detail. MilkShape 3D 393 Table 13.5 MilkShape Vertex Menu Command Description Snap Together Snaps all the selected vertices together. The middle point between all selected vertices becomes the new location for the vertices. Snap To Grid Moves all selected vertices to be in line with the smallest grid X, Y, and Z position (to see the smallest grid positions, zoom all the way in). The grid size can be changed using the File, Preferences menu. Weld Together Creates one vertex at a precise point where several vertices exist. Only selected vertices are welded together. This is the way you would join a seam of two or more abutting faces. Unweld Splits each selected vertex into multiple vertices. The number of vertices created depends on the number of faces the original individual vertices were bound to. For example, a vertex with three faces attached will be split into three vertices. Unweld Radial Is the same as Unweld but will also shift the unwelded vertices away from each other in a circular pattern. The vertices will move from the origin at which they were unwelded by half the distance from the origin to the nearest edge. Divide Edge Divides a face between two selected vertices into two faces. The procedure will only work with two vertices selected. This has no effect on vertices without any faces in common. Flatten Presents a submenu for the user to align all selected vertices to the same point on the X, Y, or Z plane. This is similar to Snap Together but it works on only one axis instead of all three. Mirror Front < > Back Mirrors, or flips, the currently selected object along the Z-axis. Mirror Left < > Right Mirrors, or flips, the currently selected object along the X-axis. Mirror Top < > Bottom Mirrors, or flips, the currently selected object along the Y-axis. Spherify Calculates a bounding sphere and attempts to place the selected vertices on the surface of the sphere. It can be constrained in all three dimensions, and the bounds can be manually set. Manual Edit Allows the exact placement of one selected vertex with floating point accuracy in the X, Y, and Z planes. Figure 13.14 The Face menu. Team LRN Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. Animate The Animate menu (see Figure 13.15) is used to manip- ulate animation frames in the model via the Keyframer. See Table 13.7 for more detail. Chapter 13 ■ Introduction to Modeling with MilkShape394 Table 13.6 MilkShape Face Menu Command Description Reverse Vertex Order Changes the order of the vertex winding, which changes (negates) the normal of the face. This will turn a face inside or outside depending on its current vertex order. Counterclockwise vertex winding creates an outward face on an object. Subdivide 3 Divides each selected face by three, creating three faces out of one. Subdivide 4 Divides each selected face by four, creating four faces out of one. Turn Edge Is performed on two triangles with a common edge. The common edge is removed, and a new edge is created between the two vertices (one from each triangle) that weren't previously joined by an edge. Face To Front Is used on selected faces to change all vertex orders to counterclockwise, outward-facing vertex ordering, or winding . Smooth All Is used to smooth all faces after construction of parts of a model. Figure 13.15 The Animate menu. Table 13.7 MilkShape Animate Menu Command Description Operate On Selected Joints Only When this menu item is toggled on (checked), then only the joints that are currently selected will have their pose data stored for the current keyframe. Set Keyframe This stores the pose of the skeleton to the current keyframe (whichever keyframe that's in the keyframe number box). Delete Keyframe This removes the stored skeleton pose from the current keyframe. Copy Keyframes This copies the skeleton pose from the current keyframe. In order for the copy action to perform correctly, the user must first select the skeleton in the keyframe to be copied from. Paste Keyframes This pastes the copied skeleton pose to the current keyframe. After the keyframe has been pasted, you need to immediately set the keyframe in order to preserve the skeleton pose. Remove All Keyframes This removes all stored skeleton poses at all keyframes in the animation timeline. This is effectively the same as deleting the animation. Team LRN Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. Tools The Tools menu (see Figure 13.16) provides access to both built-in tools and user plug-in tools. The functions avail- able are not the same as those available in the toolbox. This is a potential source of confusion. See Table 13.8 for more detail about the Tools menu. MilkShape 3D 395 Figure 13.16 The Tools menu. Table 13.8 MilkShape Tools Menu Command Description Half-Life This command contains several options used to create and save Half-Life models. Quake III Arena This command saves a Quake III control file to the directory you specify in the save window. Unreal Tournament This command contains options for creating male and female skeletons using the default Unreal Tournament skeleton configurations. Decompile Genesis- This command allows you to decompile an ACT model used by the Genesis 3D 3D ACT engine. Compile Quake1 MDL This option will compile a Quake1 MDL file, used in the Quake 1 engine. Convert Old MS3D This command converts a file from an old version of the MilkShape 3D file File File Format format. The command can be used to change files created with MilkShape 3D versions 1.4.0 and earlier. Show Model Statistics Brings up a statistics window showing useful statistics, such as the number of faces and vertices in the workspace. Plug-Ins The list of plug-ins available is user-configurable using the Shortcut and Plug- In Manager. Not all plug-ins are distributed with MilkShape. See the MilkShape sidebar for descriptions of currently available plug-ins. To get the most up-to-date information about plug-ins, visit chUmbaLum sOft's Web site: http://www.swissquake.ch/chumbalum-soft. Team LRN Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. Chapter 13 ■ Introduction to Modeling with MilkShape396 MilkShape Plug-Ins There is quite a large list of MilkShape plug-ins that extend MilkShape's capabilities. For informa- tion about where to find them to download, tutorials about how to use them, and the names of the individual creators, see Appendix B, "Game Development Resources on the Internet." The plug- ins that were known at the time of this writing are listed; some plug-ins are import or export fil- ters for different file formats and aren't included here, except for the Torque DTS Exporter, because we use it in this book (the Wavefront OBJ Importer and Exporter are built into MilkShape). ■ ms2DTSExporter. This plug-in exports models, animations, and materials to DTS model format for use with the Torque Engine. This plug-in appears in the File, Export menu. ■ msSelectionEditor. This plug-in edits the selection from a 3D view. There are a lot of options and you can read some detailed information about it here. ■ msTimer. This plug-in lets you time how long you've been working on a certain model. ■ msEdgeExtrude. This plug-in lets you extrude edges in addition to faces. ■ msJointTool. This plug-in allows you to add joints in the middle of the hierarchy, unlink a joint from a hierarchy, and assign vertices to the closest joint (some kind of "Assign Mesh to Skeleton" tool). ■ msSnap. This plug-in snaps not only to 1.0, it also snaps joints. ■ msToolArray. This plug-in duplicates objects and then places the duplicates in 3D space according to user specifications. ■ msVertexPlane. This plug-in is similar to the Vertex, Flatten command, except that it snaps selected vertices to a plane instead of a single point. ■ msToolFatBoy. This plug-in will make your model fatter or thinner. This is useful for tweaking player and monster characters. ■ msOperationMirrorAll. This plug-in will mirror everything about your model over the selected plane: bones, mesh, animation—everything. ■ msToolReverseAnimation. This plug-in will reverse the order of the keyframes in what- ever animation you have loaded. ■ msToolScaleAll. This plug-in applies scale to all objects in the workspace at once. ■ msSelPolyCount. This plug-in shows the selected polygon, vertex, and unique vertex counts, as well as how many polygons there are per group. ■ msBridge. This plug-in creates a mesh connecting to previously independent meshes or groups. ■ msTerGen. This plug-in can generate random terrains or import a bitmap file to use as a height map. ■ msTextGen. This plug-in generates 3D objects in the form of text. ■ msModelInfo. This plug-in provides more detailed information about a model than the Show Model Statistics command. Team LRN Please purchase PDF Split-Merge on www.verypdf.com to remove this watermark. [...]... selected joint keyed bone Use this control to set the spacing of the grid lines in the wire-frame views The default grid size is 1ϫ1; this gives the smallest line spacing The grid size you use usually depends on the scale of the models you are building Use this control to specify the size of the vertex points displayed in the wire-frame views Larger point sizes are easier to see and to select individually,... materials Bear in mind that while you are editing a model, UVMapper will temporarily increase the number of texture coordinates allocated to the model, and so this is not a good representation of the actual number of texture coordinates the model will have upon saving A more accurate way to obtain this information is from within the MilkShape modeling tool This will give you the overall geometric dimensions... modeling with clay in the real world Sculpting with clay generally involves adding bits of clay Team LRN 415 416 Chapter 14 ■ Making a Character Model together to create shapes that grow in size and detail The clay can be poked and prodded, smoothed and pinched until it accurately depicts the item being modeled With Incremental Polygon Construction, the process is similar: We apply vertices in 3D space... similar to making models of geographic terrain using a contour map as a guide, with cardboard or plywood sheets to build up the terrain, and then smoothing the edges with some kind of filler With Axial Extrusion, you limit your extrusions to one of the three axes— sometimes all three in various combinations—but individual extrusion only occurs in one axis This technique is usually restricted to inanimate... Chapter 13 ■ Introduction to Modeling with MilkShape Joint Redraw All Viewports Auto Tool This tool places special joint objects It works the same as the Vertex tool, except that if an existing joint is already selected when you make the new joint, the new joint will be attached to the previous one by a bone If the Show Skeleton option is turned on in the Joint tab, the bone will be visible in yellow... menu) Smoothing Group Clear All This button removes the assigned Smoothing Groups from the Smoothing Group numbers The polygons will remain smooth shaded, but they will no longer be in the same Smoothing Group Smoothing Group Auto Smooth When assigning Smoothing Groups, ensure this is checked if you wish the selected polygons to be smooth shaded Team LRN 401 402 Chapter 13 ■ Introduction to Modeling with... and skeletons This contains commands used to group vertices and polygons Groups can also be created from existing polygons This deals with the creation of materials, including textures from file, ready to be assigned to groups This contains tools for manipulating and managing skeleton joints Groups Materials Joints You should understand that, in general, when using the functions in the toolbox, we will... better job, providing more flexibility and control The Message Panel displays output from executing plug-ins and modeling operations It can be useful for providing insight into how MilkShape does its work, but its downfall is the screen space it takes up UVMapper Earlier in this chapter, and even earlier than that in Chapter 9, we used the UVMapper program created by Steve Cox to help us skin a model As... or smaller the resulting texture map should be Split front/back Gaps in Map Scale Result Table 13.24 Cylindrical Cap Mapping Options Option Description Alignment This allows you to specify the axis around which the model will be mapped When mapping a model with one of these methods (Cylindrical, Cylindrical Cap, or Spherical) the model is mapped around a center point This center is calculated using... multiple axes rotations by entering numbers in the Rotate Options boxes at the bottom With this tool you can change the size of any selected objects along one of two available axes in each view by clicking in the appropriate wire-frame view and dragging the cursor up, down, left, or right You can also specify discrete scaling and multiple axes scaling by entering numbers in the Scale Options boxes at . make sure that you have the 3D window still set to Tex- tured, by right-clicking in the 3D window and checking the menu. Enhancing the Soup Can Model Have. UV Coordinates clear Flip Texture (UV) Coordinates Vertically clear Flip Texture (UV) Coordinates Horizontally clear Reverse Winding Order clear Invert

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