this my alpha experiment plugin for import in Blender 2.5.2 full scene , geometry uv, material , texture, lights , animation of camera, and simplex animation of geometry with father children object, plugin for blender is opensource downloadable with encrypted script for 3d studio max,
next time I think also interchange viceversa Blender scene to 3ds Max, Lightwave, Maya
I extended parameter in obj export able for light and animation
plugin Blender 2.5.2 Import
blender2.5.2/.blender/scripts/io
http://www.rendering3d.net/sharing/scene_interchange.py
this native on LINUX , work also windows but not testing
script export for 3d studio max for 3ds max 8 , 9 , 2010
http://www.rendering3d.net/sharing/blender_INTERCHANGE_ALPHA_2010.zip
the video demonstration work also animation Father Children Parent
http://www.youtube.com/watch?v=pLsMzmaH05g
bugfix or changes history
25/04/2010
spot and directional light rotation fixed precision (tnk SterlingY for bug report)
spot and directional light rotation input data in degree
area light shape rectangle fixed
Specification my implementation in obj import export
eventually people programmer wants collaborate me in lightwave or maya export
(because perhaps I will begin much time for lightwave or maya, I have other priority plugin)
this is specification for export full parameter to Blender interchange
specification MATERIAL SHADER
newmtl = material name
ka = ambient color
km = mirror color
kd = diffuse color
ks = specular color
ns = specular hardness
ray_reflect = mirror factor 0 to 1
reflect_blur = max blur 0 min blur 1
reflect_samples
reflect_depth = recursive bunch (in some softare in general setting)
reflect_maxdist
reflect_anisotropic
ray_refract = transparency factor 0 to 1
ni = IOR or ETA refractive
refract_blur = max blur 0 min blur 1
refract_samples
refract_depth = quantity levels of refractive with IOR or ETA > 1
refract_limit = distance fallof transparency
translucency = translucency factor
emit = self illumination
sss_scale
sss_color
shader = LAMBERT , OREN-NAYAR
roughness
d = texture use only for alpha channel
map_ka = texture ambient
map_ks = texture specular
map_kd = texture diffuse
map_bump = texture normal bumb
map_d = texture displacement
refl = environment
mapping 1 2 3 4 5 6 7 8 9 10
mapping texture array sequence
1 2 3 4 5 6 7 8 9 10
mapping_clip = map[1] = image repeat 0 off 1 on
mapping_mirX = map[2] = repeat with mirror in x 0 off 1 on
mapping_mirY = map[3]
mapping_tX = map[4] = translate position x
mapping_tY = map[5]
mapping_sX = map[6] = scale X (or invert value of number of repeat)
mapping_sY = map[7]
mapping_flipXY = map[7] = if repeat x and y is negative 0 off 1 on (0 default)
img_h = map[8] = see texture in viewport 0 off 1 on
img_alpha = map[9] = use alpha channel
img_alpha_neg = map[10] = invert alpha channel
example:
newmtl Mat1
Ka 0.984314 0.223529 0.258824
Kd 0.984314 0.223529 0.258824
Ks 0.9 0.9 0.9
Ke 0.9 0.9 0.9
reflect_blur 1
refract_blur 1
ray_reflect 0
ray_refract 0
dist_reflect 90000000
dist_refract 90000000
samples_reflect 0
samples_refract 0
l_tr 0.0
selfil 0.0
map_Kd ImagesImmagine_022.jpg
mapping 1 0 0 0.5 1.5 2 2 0 1 1 0
map_bump ImagesImmagine_022.jpg
mapping 1 0 0 0.5 1.5 2 2 0 1 1 0
specification LIGHT
newlight Lampadario01
type OMNI = OMNI SPOT SUN AREA
color 0.984314 0.223529 0.258824
power 1
from 0.0 0.0 0.0
rot 0.0 0.0 0.0 dregree
shadow 1 = 1 raytrace, 0 shadowmap
softshadow 0.5 = size of soft shadows
samples 8
areaX 1.5
areaY 2.5
decay LINEAR = LINEAR,COSTANT,SQUARE
shadowON 1 = 0 off 1 on
specular 1
diffuse 1
fallof 1000 = max distance fallof 0 for off distance
texture Imagelam.ies = texture image or ies file
specification PIVOT
newpivot objname x y z
specification PARENT CHILD OF
newchildof objChildOfName x y z objFatherName
1 2 3 4 5 6
- key word
- name child object
- x pivot child object
- y pivot child object
- z pivot child object
- name Father object
specification CAMERA
newcam Camera01
type PERSPECTIVE = PERSPECTIVE, ORTHOGRAPHIC
from 0.0 0.0 0.0 = view point x y z (z world up)
rot 90 0.0 0.0 = rotation euler deg x y z (z world up)
lensM 50 = lens mm optional
lensD 34 = lens degree optional
lensR 0.87 = lens radiants optional
specification CAMERA MOTION BOUJU
file name same name of camera extension .cam
es
Camera01.cam
cRio Camera01 25 640 480 1.33333 1.0 1.41732 1.06299 1.0 z xyz
0.0 -134.539 -91.5129 26.5867 89.4335 0.0 -50.3759 17.2941 85.5483 69.5119
1.0 -134.471 -91.5129 26.5867 89.4333 0.0142631 -50.3557 17.2989 85.5323 69.4969
2.0 -134.269 -91.5129 26.5867 89.4328 0.0559649 -50.2957 17.3133 85.4849 69.4524
expelling head line:
cRio Camera01 25 640 480 1.33333 1.0 1.41732 1.06299 1.0 z xyz
1 2 3 4 5 6 7 8 9 10 11 12
1 cRio) type data is camera rotation
2) name of camera
3) framerate
4) render whith
5) render height
6) aspect ratio
11 z) axis up
12 xyz) axis
expelling all line:
0.0 -134.539 -91.5129 26.5867 89.4335 0.0 -50.3759 17.2941 85.5483 69.5119
1 2 3 4 5 6 7 8 9 10
- frame
- pos x
- pos y
- pos z
- rot x
- rot y
- rot z
- lens
- lens angle w
- lens angle h
specification OBJECT MOTION (my format)
name file same object name extension .mot
frame posx posy posz rotx roty rotz sx sy sz
1 2 3 4 5 6 7 8 9 10
- number frame (integer)
- position x (float)
- position y (float)
- position z (float)
- rotation eulangle degree x (float)
- rotation eulangle degree y (float)
- rotation eulangle degree z (float) respect blender vertical axis of the world
- scale x (float)
- scale x (float)
- scale z (float)