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hpl3:engine:model_export
<h1>Model Export</h1> <div class="level1"> <p> HPL3 mainly uses <a href="http://www.khronos.org/collada/" class="urlextern" title="http://www.khronos.org/collada/" rel="nofollow">Collada</a> for importing models into the engine binary format, so this guide will only be about the Collada format (.dae). First of there will be some general information that concerns all 3d modelers. After that there will be some more specifics for the mayor packats </p> </div> <h2>General</h2> <div class="level2"> </div> <h3>Setup</h3> <div class="level3"> <p> <b>Units</b><br/> Before doing any modelling, make sure that the units are properly set up. 1 unit must equal 1 meter or similar. It is also okay that 1 unit = 1 centimeter, but then a 1 meter high object needs to be 100 units high and so on. The engine will automatically adjust any data according to how the units are set up. </p> </div> <h3>Modelling</h3> <div class="level3"> </div> <h3>Animation</h3> <div class="level3"> </div> <h2>Maya</h2> <div class="level2"> </div> <h3>Modelling</h3> <div class="level3"> </div> <h3>Animation</h3> <div class="level3"> </div> <h2>3DS Max</h2> <div class="level2"> </div> <h3>Modelling</h3> <div class="level3"> </div> <h3>Animation</h3> <div class="level3"> </div> <h2>Modo</h2> <div class="level2"> </div> <h3>Modelling</h3> <div class="level3"> <p> <b>Mesh Setup</b><br/> Every submesh in the scene need to have its own mesh layer and material for the texture and properties to be exported correctly. </p> <p> <b>Triangulate</b><br/> The export tool does not triangulate the mesh autoatically so before exporting, you must enter geometry/polygon/triple in order for everything to be triangulated. </p> </div> <h3>Animation</h3> <div class="level3"> </div>
hpl3/engine/model_export.1322208532.txt.gz
· Last modified: 2011/11/25 08:08 by
thomas
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