PolyTrans 基本パッケージ (エクスポート)
以下のPolyTrans 基本パッケージ (エクスポート) は、全てのPolyTrans/NuGrafに含まれている基本出力フォーマットです。基本パッケージ には、Adobe社Director用PolyTrans-for-Director plug-inも含まれます。
The export converter writes out the scene database to a 3D Studio file including mesh data, smoothing group information, material attributes, bitmap references, viewport configurations, cameras, lights, and camera plus object animation data (where appropriate). It also provides for automatic bitmap conversion during file export.
This converter outputs almost every possible 3D Studio file attribute. For materials, a partial list includes all texture maps (texture # 1, texture # 2, reflect map, bump map, shininess map and opacity map), automatic planar & cubical environment maps, transparency values, phong values and shading modes (flat to metal). Note: the converter also does shading parameter matching so that, for example, colors and textures read in from Lightwave will be rendered fairly closely when exported to 3D Studio. Other exported attributes include view port settings, atmospheric effects and background color schemes. Geometry hierarchy, geometry attributes and the first keyframe of the animation section is output.
The .3ds file format was the native file format of the old Autodesk "3D Studio R1-R4" software, which was popular up to about 1996 before its successor (3ds max, or 3D Studio MAX) replaced it. Having been around since the very late 1980's, it has grown to become an industry standard for transferring models between 3D programs, or for storing models for 3D resource catalogs (similar in status to Wavefront OBJ as a model archiving file format).
Please do not confuse the .3ds format with the 3D Studio MAX .max format. You will find throughout the 3D industry that some companies refer to .3ds as the "3DS MAX file format" but this is not true. The native file format of 3DS MAX is the .max format, whereas .3ds is just a legacy import/export file format ported over to 3DS MAX by Tom Hudson during the transition from 3D Studio R4.
Suggestion: Do not use the .3ds format to transfer data to/from 3DS MAX (especially for huge CAD datasets). There are many people who continue to do this. The best method is to use the directly integrated PolyTrans-for-MAX plug-in system.
Note that the .3ds format is no longer an ideal file format as it once was. The .3ds format has several serious shortcomings, many of which probably stem from the fact that 3D Studio R1 grew out of Tom Hudson's mid-80's "CAD-3D" on the Atari platform:
Starting in 1997, with several generation of versions thereafter, Okino has developed a special native plug-in version of PolyTrans (referred to as "PolyTrans-for-MAX") which allows the 3DS MAX & VIZ programs to read and write all the 3D file formats supported by NuGraf and PolyTrans. This is the only formal method in which the .max file format can be accommodated by the NuGraf/PolyTrans software. Please note that it is not possible to import or export .max files directly from inside the NuGraf or PolyTrans stand-alone software itself (see below for explanation); The .max file format is not a pure 3D file format (as is the .3ds file format) but rather it contains a "state snapshot" of how the various plug-in modules with 3DS MAX interact with each other to produce the final displayed mesh model. In order to read/write .max files we must run PolyTrans directly inside 3DS MAX itself. This is because we need to have 3DS MAX evaluate its "stack" of plug-in modules that operate on the base mesh. The evaluated output mesh is then sent to PolyTrans. Vice versa, we need to gain access to the core of 3DS MAX to import data from PolyTrans and save it to the 3DS MAX internal database. Please note that these special plug-in modules operate INSIDE 3DS MAX itself and not inside the stand-alone NuGraf or PolyTrans software. These modules are NOT to be placed in the Okino 'vcplugin' directory. If you wish to transfer data from NuGraf, PolyTrans or Maya to 3DS MAX, execute those programs and save out an Okino ".bdf" file. Now load in the .bdf file via the PolyTrans-for-MAX plug-in system.
This export converter writes out motion capture data in the Acclaim (.amc and .asf) file format. This file format describes animated skeletons in terms of bones, hierarchy and angle constraints.
This geometry export converter writes out Alias triangle binary files which can be read into Alias Power Animator/Studio/AutoStudio/Designer. This is an old file format from the early 1990's; however, history has shown that there are still some programs which can import/export this file format.
These files basically just contain raw geometry data in triangular format with normals/colors/texture-uv coordinates per vertex. In addition the file contains the texture filename associated with each polygon and the structure of the file describes the hierarchy of the original scene.
The 3DMF file format was created by Apple Corp. in the early to mid 1990's as the standard file format for their QuickDraw-3D real time graphics library (which was competing with early versions of DirectX and the .X file format from Microsoft around that time). It was quite an amazing file format for the time, verbose and rich with primitives, attributes and other elements. It appeared that this would become the dominant file format for the 3D industry (as was .3ds and .obj up to that time). The 3DMF file format was primarily used by the Mac-based 3D programs of the time (Strata, Infini-D, RayDream Designer, etc) and waned in popularity probably due to the non-conformity of 3DMF files written and read by these programs. However, the 3DMF file format is still used today by Artifice's Design Workshop program, and used as the primary file format for the Great Buildings WEB site.
※ = Trim curves are not output, just the NURBS patches.
This geometry export converter writes out Apple QuickDraw 3D binary and ASCII files. It exports:
This export converter writes out ASCII and binary DirectX (.x) formatted files. Mesh data (with vertex normals, vertex uv texture coordinates and vertex colors), materials, texture references, hierarchy and object animation are all exported. In addition, vertex weights used for mesh/skeleton deformation skinning are exported. Automatic bitmap file conversion is done to the PPM and BMP file formats.
※ = The DirectX file format has no support for lights or cameras.
※ = DirectX is very much associated with bones and skinning but it has no explicit "bone" primitive. Any hierarchy node in the DirectX file format can act as a bone, just as it occurs in the Softimage dotXSI file format. PolyTrans has very strong and robust support for exporting skeletons and mesh skinning information from various source 3D file formats and animation packages.
The main features include:
This export converter writes the scene database as either 3-point or 4-point polygons using the 3DFACE or POLYFACE MESH entities. Polygons with 5 or more vertices, concave polygons, or polygons with holes are automatically triangulated. All polygons will be assigned DXF color # 1.
If the file is written using the POLYFACE MESH option then there is no need to weld the geometry data when the DXF file is read into another program (since the data output to the DXF file will be automatically welded by this converter).
This export converter writes out raw FACT files to the Electric Image animation system (now called 'Universe'). FACT files are also a common format to move scene data in and out of the Form/Z modeling program.
Please note: if you wish to export animation data to Electric Image Universe then use the Lightwave export converter file format.
Features of the export converter:
This geometry export converter writes out Game Exchange v2.0 ASCII files. Game Exchange was originally developed and maintained by IZware, and Nichimen prior to that. Game Exchange provides a mechanism for converting object, material, and animation data into a set of intermediate ASCII file formats. Entities Exported via the GameExchange2 Exporter:
Entities Exported via the GameExchange2 Exporter:
This geometry utility saves out the database to the HOOPS Stream File (.hsf) file format. The HOOPS Stream File (HSF) file format allows highly compressed files containing 3D data and bitmap images to be streamed over Internet connections of any bandwidth. The HOOPS Stream File (HSF) format is a robust, customizable and highly compressed 2D/3D visualization format specifically tailored to the needs of displaying 3D model and scene data. Through its rapid widespread adoption and open, published nature, HSF is fast becoming a ubiquitous medium for applications to share visual data and for end users to publish and store their visual data.
Advantages of publishing to the HSF Web streaming file format:
This geometry utility writes out the scene database as triangular meshes along with all material definitions and all lights present in the scene. The converter will also automatically convert all bitmaps referenced in the originating scene to a 2D bitmap format supported by Imagine. The Image file format does not, however, support vertex uv texture coordinates.
This export converter writes a Lightscape preparation file (.lp) containing all geometry, lights, and material attributes needed to render the scene within the Lightscape Visualization System. Even complicated scenes can be exported quickly and usually require only minimal adjustment from within Lightscape before they can be fully rendered.
The main features of the exporter include:
This geometry export converter writes out Lightwave compatible object (.lwo) and scene (.lws) files, complete with all geometry, mesh attributes, bones and skinning, hierarchy information, lights and cameras, materials, texture maps, automatic bitmap file conversion, object and camera animation, and material attributes. This, and the Lightwave file importer, are two of the more important core converters in Okino software since the start of their development in 1994.
The following information is output to the object and scene files:
The NGRAIN Export Converter for Okino's PolyTrans supports the conversion of all 3D importer formats supported by PolyTrans to the NGRAIN format (3KO). NGRAIN 3KO (3D Knowledge Object) files are used by applications such as NGRAIN Producer and NGRAIN Mobilizer. This NGRAIN Export Converter also allows you to convert 3D files one at a time or by batch conversion.
This export converter writes out the scene database as a C code program in the Open GL scene description language. The resulting program can then be compiled and used to draw the 3d database directly using OpenGL. The database is output as a series of polygons with vertex positions, normals, colors and texture coordinates. In addition, the surface definitions (materials) associated with each polygon is used to set up the OpenGL shading parameters. Please note that each object is output as a separate C code function in the resulting file.
Features of this exporter:
The Okino .bdf file format is the native format used by Okino's PolyTrans and NuGraf products. It is a "snap shot" of the core Okino 3D scene graph database and in essence is a super-set of the capabilities of most 3D files formats. It is the preferred and best file format to use when converting data between 3ds max (via the PolyTrans-for-MAX native plug-in system) and Maya (via the PolyTrans-for-Maya native plug-in system).
This geometry export converter writes out the lights, cameras, materials and geometry to a Persistence of Vision Ray Tracer (POV-Ray) geometry file, version 2.0 or 3.0 file format. POV is a popular public domain ray tracer that is available on many BBSs and Internet sites.
Many attributes will be output to a POV-Ray material definition, such as the finish attributes (shininess, ambient, diffuse, specular, index-of-refraction, phong values, etc), the pigment color, and an optional 2d bitmap texture link. The resulting file should be "render ready" with no tweaking necessary to create a useable output image (in particular, the lights and camera will not have to be tweaked); however, due to the fact that POV's file format does not accept (u,v) texture coordinates you may have to adjust the default spherical texture projection output by this export filter.
This geometry export converter writes out the 3d database to an ASCII formatted 'SLP Render File' which can be read by such programs as PTC's Pro/Engineer.
This geometry export converter writes out the scene database to a RenderMan RIB v3.1 compliant ASCII file which can then be read into other programs, or more likely, be sent off to PIXAR's RenderMan renderer or the BMRT renderer. The converter exports meshed geometry (with proper segmentation so that shaders are assigned properly), trimmed NURBS, bicubic patches, cameras, lights, embedded material definitions, texture creation commands and animation of frames. Automatic bitmap conversion or filename extension renaming is also performed.
The converter writes out a full RIB specification that can be read into a RIB compliant renderer and rendered immediately. The converter primarily outputs optimized indexed polygon arrays using the "PointsPolygon" and "PointsGeneralPolygons" primitives but will also output fully trimmed NURBS patches and (non-trimmed) bicubic patch primitives directly. For your information, Renderman renders trimmed NURBS patches incredibly fast! Camera and object animation data can also be output; a Renderman 'Frame' is output for each frame in the scene, with each frame containing the cameras and geometry translated to that frame's time.
※ = Keyframe animation will be handled by evaluating the scene at each frame and outputting multiple RIB files, or one RIB file with all frames in it.
This export converter writes out the scene database as triangle meshes along with their associated material definitions that are defined in the converter's database. The converter can also automatically convert all referenced bitmaps (in the source 3D file) to a 2D bitmap format supported by Renderware. The Renderware file written is an ASCII .rwx file containing the 3D scene as a Renderware script. These files are typically used in conjunction with real-time 3D software developed by Criterion Software Ltd. (http://www.csl.com), namely the Renderware API and related software.
Attributes exported to the Renderware file include (u,v) texture coordinates, vertex normals, surface materials and texture references. Hierarchy information in the source 3D database is preserved in the structure of the Renderware file.
This export converter saves out the database to the OpenNURBS .3dm file format. This is the main file format used by the Rhino-3D NURBS modeling package by Robert McNeel and Associates.
The following data is exported to the OpenNURBS .3dm file format:
This export converter writes out the scene database to the Shockwave-3D file format. This was a WEB Streaming fileformat developed together by Intel and Macromedia. This is not to be confused with the Shockwave or Flash "2D" vector file format. Shockwave-3D is a normal 3D geometry file format with varying levels of lossy data compression to reduce data file size.
One primary use of this export converter is to take 3D asset data into the Macromedia Director program. The .sw3d files can be imported as 3D assets. This Shockwave-3D export converter is used as one key component in the PolyTrans-for-Director native plug-in system.
This geometry export converter writes out the 3d database to an ASCII formatted or binary formatted 'StereoLithography STL' file which can be read by many CAD/CAM related software packages.
This geometry export converter writes out a Strata StudioPro v1.75 compatible object file, complete with all meshes, surfaces, 2d textures, lights, cameras, texture maps, material attributes, hierarchy and embedded bitmap images. In addition, MacBinary information can be inserted into the file to make it readily useable in MacOS.
The Strata v1.75 file format does not accept uv texture coordinates or vertex colors.
This geometry export converter writes out a trueSpace compatible object or scene file, complete with all geometry and material attributes.
The following geometry information is output to the file:
This export converter outputs clean files to the Viewpoint "VET" 3D streaming file format (VET = Viewpoint Experience Technology). This file format was also previously known as Metastream 3 (MTS3). Over a year of development by Okino staff has lead to a high quality and robust VET exporter with dozens of options and many built-in features which will create dependable VET models (such as auto-scaling of the scene, automatic texture map resizing for minimal .mts file size, and much more). You can use the exported VET models immediately within your WEB pages or load them into Viewpoint's "Scene Builder" application for further material editing (such as applying custom light or texture maps).
VET is a popular 3D file format used to stream 3D data across a network, in particular the Internet. A key benefit of VET is its ability to download low resolution models initially, then dynamically increase the resolution of the model over a period of time by sending more polygon vertex information. This exporter was developed over a long period of 11 months at Okino, with close developer relations with the Viewpoint VET development team; it ties in very closely to the Viewpoint VET SDK and utilizes many features/tweaks in order to convert any form of 3D data into the Viewpoint VET format (.mts data files and .mtx scene files) for proper and optimized rendering in a Viewpoint VET viewer.
This export converter outputs clean and detailed files to the VRML 1.0, VRML 2.0 (VRML 97) and a sub-set of the Open Inventor v2 file formats. VRML is an ASCII file format for describing 3d scenes which is primary used in interactive virtual reality applications.
You should be made aware that VRML 2.0 is a very good and generic format to transfer data to other 3D programs (ahead of the .3ds (3D Studio) and .obj (Wavefront OBJ) file formats) if you cannot move data in a native form.
Features of the VRML 1.0/Inventor v2 export converter include:
This geometry export converter writes out the scene database as a series of optimized indexed polygon meshes (faces and their associated indices) along with optional normal and texture data (if its exists within the database). A Wavefront material definition file (.mtl) can also be exported which supports all material and texture options (ie: Ka, Ks, Kd, map_Ka, map_Kd, map_Ks, map_Bump, etc). The export converter also features extensive automatic 2d bitmap conversion options and features (see dialog box description below).
※ - The Wavefront OBJ file format does not have support for hierarchy, vertex colors, animation, lights, cameras, skinning or other more common scene file contents.
The Wavefront file format is quite robust and is a popular format used to transfer entire object geometries between 3D packages.
No hierarchy information is output since the .OBJ file format has no methods to describing hierarchy; each sub-object of a hierarchy will nonetheless be exported as a unique group whose name's match the original object names in the internal database hierarchy.
Okino's X3D exporter (and corresponding importer) are one of the first set of production-quality X3D and Classic VRML converters to come to market, just as Okino had provided the first industry standard set of re-purposing converters for VRML1 and VRML2 in 1996 and 1998 respectively (and which are still two of our most popular file formats today, a decade later). They were developed in full cooperation with the Web3D Consortium and the U.S. Navy.
"X3D" is the next generation standard, a superset of the VRML2 specification. It is an Open Standards XML-enabled 3D file format to enable real-time communication of 3D data across all applications and network applications. It has a rich set of features for use in engineering and scientific visualization, CAD and Architecture, Medical visualization, Training and simulation, multimedia, entertainment, educational, and more. Where VRML1 and VRML2 dominated the 3D market for the last decade, it is expected that X3D will become the successor and replacement for the next decade. More information about the X3D file format and initiative can be found at www.web3d.org.
As mentioned by Robert Lansdale, President & CEO of Okino, I would like to impress on our Okino customer user base the importance of this new generation of X3D import/export converters. Almost every month a new 3D file format is introduced to the market, often because the developers of the file format do not believe that existing file formats are acceptable. Typically this is internally motivated by company politics or the common 'not invented here' mentality. The current 3D market is becoming glutted with an overabundance of similar 3D file formats, yet that does not need to be the case. One of the longest standing and most successful 3D file formats since 1996 has been VRML2, as it was designed to be an extensive, open and standards-based data transfer file format. VRML2, and its new X3D XML-based successor, are stable and well established file formats that will most likely outlast many of today's existing 3D formats. Okino's customers have had great success with our bi-directional VRML 1+2 conversion pipelines since the 90's and hence we decided to collaborate with the Web3D Consortium and the US Navy to extend these capabilities to include production-quality X3D and Classic VRML support. VRML2 and X3D are very verbose file formats, with many nuances, which made the implementation and testing of our second generation converters very time intensive.
This geometry export converter writes out ASCII XGL formatted files as well as their ZGL compressed equivalents. Triangular mesh data (with vertex normals and vertex uv texture coordinates), material properties, embedded texture images and object hierarchy are exported from the XML-style XGL file. The XGL file format is most often used to convey data from several CAD packages into Okino software (such as SolidWorks, Solid Edge, Autodesk Inventor, etc). This exporter can be used to convert all of the Okino supported import file formats to the XGL format, which can then be subsequently used in RealityWave WEB-based viewing and collaboration products.
"DCC Pack" オプション (エクスポート)
The DCC/Pack contains our most developed and heavily used converters dealing with the common "Digital Content Creation" animation and modeling programs, as well as VizSim (OpenFlight). These converters are grouped together in the DCC/Pack as they are developed in unison so that data can flow fairly evenly between any two DCC-based animation or VizSim packages. The DCC/Pack is an electronic add-on license to the baseline PolyTrans and NuGraf products, available when you purchase the baseline product or any time in the future. Anyone who normally uses Maya, OpenFlight or Softimage in their conversion pipelines will typically purchase the standard DCC/Pack license.
If you wish to convert 3D scenes and animation between 3ds max and Maya, which is one of our most requested conversion pipelines, then you would purchase either the baseline PolyTrans or NuGraf program, and the DCC/Pack add-on license.
See also the corresponding table of DCC/Pack import converters.
PolyTrans-for-Mayaは、ネイティブなプラグインとして Maya 32bitシステム内で動作します。従いましてPolyTrans-for-Mayaを利用するにはMayaのライセンスが必要になります。 PolyTrans-for-Mayaは、Maya内部から直接PolyTransのサポートするフォーマットの読み書きする事をサポートします。なお、autodesk社の3dsMaxへデータ変換する場合はPolyTrans-for-MayaからOkino社のネイティブフォーマット[.bdf]を書き出し手ください、PolyTrans-for-3dsMaxで[.bdf]を読み込む事ができます。SOFTIMAGEとのデータ変換はPolyTrans-for-MayaからdotXSIを直接書き出す事ができます。LightWaveに出力する場合もPolyTrans-for-Mayaから直接LightWave形式で出力する事ができます。
This geometry export converter writes out OpenFlight .flt binary files, complete with all geometry, hierarchy information, material, lights, "flip book" animation and texture mapping attributes. A file exported to OpenFlight should appear almost exactly as whence the file originated (little or no tweaking should have to be done).
Okino's OpenFlight converters are unique in the fact that they can read from newer OpenFlight file formats (15.x versions) and write to the much older 14.2 file format; the 14.2 file format is still quite common in the military VizSim markets. Okino writes its own FLT exporter module and has complete control over its development and refinement. The FLT importer utilizes the MultiGen OpenFlight DLLs to do all the parsing while custom Okino code walks the database tree and converts the "node based" VizSim information to scene graph data more acceptable to the common animation programs.
※ = OpenFlight does not have keyframe animation, but rather it uses "flipbook" animation. The Okino OpenFlight exporter samples the scene at every frame and outputs instanced copies of the geometry with the matrices in the animated state for each frame. Thus, keyframe object animation is turned into flipbook animation for OpenFlight.
This geometry export converter writes out Softimage .xsi files. No copy of the Softimage|XSI animation program is required. Meshes (with vertex normals, vertex colors and vertex uv texture coordinates), hierarchy, cameras, lights, materials, texture maps, object animation and envelopes (mesh skinning) are supported as a baseline.
※ = The dotXSI file format really doesn't have a sense of a "skeleton" like in other file formats. In most other formats, except for DirectX, a grouping node can be tagged as a bone or joint; when imported into its respective animation program, such nodes are visualized as bones. In the dotXSI file format you would normally create an IK chain in order to have bones visualized in the XSI user interface. However, it is not necessary to create an IK chain in order to define a "skeleton" for mesh skinning (enveloping in XSI lingo). The dotXSI file format allows any object or any grouping node to be used as a "mesh skinning bone" (deformation object) so to speak, and this is exactly how the Okino converter handles bones & mesh skinning for the dotXSI file format.
"CAD Pack" オプション (エクスポート)
一般的に、IGESファイルを読み込む殆どのCADプログラムはジオメトリデータが「トリムされたNURBS」あるいは「BREPソリッド」である事を必要とします。PolyTrans内のソースデータが「トリムNURBS」である場合、このIGESエクスポーターは、「トリムされたNURBS」(エンティティ 144/142/128)としてIGESに出力するでしょう。 なお、PolyTransにNURBSのまま読み込めるフォーマットは非常に限定されている点に注意してください。SOFTIMAGE 3D、Maya等のごく一部のフォーマットのみNURBSのままの読み込みをサポートしています。
またOkino社のIGESエクスポーターは、IGESエンティティ 106 としてポリゴンメッシュを出力する事ができます。しかしながら以下に解説するように、決してポリゴンメッシュをNURBSやソリッドのIGESとして書き出せる訳ではない点に注意してください。殆どのCADソフトウェアはポリゴンデータのIGESを読み込む事ができないでしょう。
近年普及しつつある 3DプリンターにはSTLの変わりにIGESポリゴンを読み込むドライバーソフトが存在します。しかしながら多くの3Dソフトに標準のIGESエクスポーターはポリゴンのIGES出力に対応していないケースが多いです。(3dsMaxなど) その場合、PolyTransのIGESエクスポーターを使えばポリゴン形式のIGESを出力する事が可能になるでしょう。
※ 予めご了承ください ※ このエクスポートコンバーターは、ポリゴンメッシュをIGESに書き出す事が可能ですが、ポリゴンメッシュを「NURBS」もしくは「Solid」として出力する訳ではありません。
3ds Max, Maya, XSIなどのエンターテイメント系ソフトウェアで作成した「メッシュ」データを、Catia、Pro/Engineer, SolidWorks, Solid Edge, Autodesk InventorなどのCADソフトへデータで加工できる状態で受け渡したいという要望はOkino社のユーザー共通のリクエストです。
"JT-Open" オプション (エクスポート)
JTインポーターは、UGS社から認可された公認の「JT Open」ツールキットの下に構築されています。純正の「JT Open」ツールキットに基く事で、様々なソフトウェア間、PLM業界のあらゆる場所でJTファイルの一貫性を保証します。
＊＊この CAD データ読み込みオプションは、UGS社がライセンスするJT Open toolkitモジュールに基づいています。