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ProfessionalProfessional TMTM
3D Website Content Creation Toolkit
For Autodesk's 3D Studio Max - version 6 or later.For Autodesk's 3D Studio Max - version 6 or later.
Introductory 3D WebsiteContent Authoring Guide
And Tutorial
Copyright 2013, Advance Software Limited. All Right Reerved.
!oc"ment verion # 1.2$
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Introduction
%he tho"ght of creating a 3! we&ite may eem a little da"nting at firt,
&"t the proce i very m"ch li'e creating traditional we& page. (y
following thi g"ide, yo" will learn how to deign, edit and develop 3!
we&ite, introd"ce we& page into yo"r environment, diplay
treaming video and create hyperlin'.
%o a"thor 3! we&ite content with thi verion of )nfinity *rofeional,
yo" m"t intall the oftware on a comp"ter ytem r"nning the
+indow operating ytem 2000 and a&ove- and A"tode' 3! St"dio
/a verion or a&ove-. 3! St"dio /a ho"ld &e intalled on yo"r
comp"ter priorto intalling )nfinity *rofeional. %he intallation order i
important &eca"e )nfinity *rofeional need to 'now which verion of
3! St"dio /a to wor' with.
A "&et of the capa&ilitie of 3! St"dio /a are "ed to create 3!
we&ite. %hi content i then converted to )nfinity S45 format "ing
the )nfinity *rofeional eporter.
6o" ho"ld already &e familiar with 3! St"dio /a, and have ideally
prod"ced content for real7time 3! application game, etc.- &efore. )f
yo" are not familiar with 3! St"dio /a, there are a n"m&er of
ecellent &oo', video and online reo"rce that can help get yo" "p to
peed.
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!ata 8ile Location
+hen yo" intall )nfinity *rofeional, a directory i created onyo"r comp"ter at 9C"rrent :er !oc"ment !ir;
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OK, lets get started !
%he eaiet way to learn how to create a 3! we&ite i to
create one &y wor'ing thro"gh thi t"torial.
6o" will learn how to create a &aic 3! we&ite containing
em&edded we& page, video and hyperlin'.
>nce yo"ve matered the &aic, yo" can let yo"r
imagination r"n wild and &egin creating ome ama@ing net
generation we&ite.
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Stage 1 Coniguration
(efore we create any content, pleae en"re yo"r "nit are et"p
correctly. >ne )nfinity "nit repreent one metre.
1.1 8rom the main men", elect C"tomi@e7;:nit Set"p. )n the
dialog, et the !iplay :nit Scale %o /etric /eter-.
1.2 Clic' on Sytem :nit Set"p and en"re 1 :nit 1.0 /eter.
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Stage " Creating A #asic $n%iron&ent
2.1 +e are im"lating an o"tide, daytime environment, o
let et ome am&ient lighting.
8rom the 3! St"dio /a main men", elect #
Rendering 7; Bnvironment 7; Am&ient.
... and et the am&ient level to R4(1$0,1$0,1$0- .
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2.2 et well create a imple 3! we&ite @one.
Done are eparate area within a 3! we&ite. A 3! we&ite i
organi@ed &y placing content in eparate @one and lin'ing the
@one together with hyperlin'.
2.3 Create a &o with the mea"rement of 2$202,
centered at the origin
2.E Bn"re 4enerate /apping Coord5 i chec'ed a hown
&elow.
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2.$ Create a imple 3! we&ite environment &y removing the
top of the &o to form a &aic @one.
%o do thi #
a- Convert the &o to an edita&le meh.
&- Select ignore &ac'facing.
c- Select the top face of the &o and delete it.
d- %"rn off ignore &ac'facing, elect all the of the remainingface and flip the normal.
%hi i done &eca"e we want to view the inide of the&o the @one-, not the o"tide.
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2. ow let create ome &aic material F
a- >pen the 'aterial $ditorand create two material, one for the
floor and one for the wall.
&- Apply the "pplied#it&a(tet"re to the diff"e component of thetwo material. Set the pec"lar colo"r of &oth material to &lac'&eca"e we dont want the wall or floor to &e hiny. Bn"re that thepec"lar i e0act&lac' R4( 0,0,0-.
6o" can find the eample &itmap tet"re floor.Gpg and wall.Gpg in the
9)nfinity;
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2.H Apply the material
a- Select the ide wall- and drag the wall material onto them.
&- Select the &ae floor- and drag the floor tet"re onto it.
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2.I Set tet"re repeat on &oth material to add detail to
the model.
a- Select the wall material, elect the diff"e map and et it " tiling
parameter to I.0
&- Select the floor material, elect the diff"e map and et &oth the "
and v tiling parameter to $.0
:ing tet"re tiling i a good way to add detail whilt limiting the
amo"nt of data that need to &e downloaded.
)ess data * ast do+nloads !
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2.J et, create and poition a camera to define the initial
view when entering the @one.
Create a free camera and place it G"t a&ove the floor, omewhere near
the centre of the @one.
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2.10. ow, let add ome lighting ...
Create a free directional light, and orient it o that it
ill"minate the we&ite floor and wall.
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2.11 Congrat"lation, yo" have now created yo"r firt3! we&ite @one K
a- Save the cene a 9)nfinity;
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3 - $.(orting 3D Website Content /ro& 3DS 'a.
+hen yo" eport content to S4 format, the following dialog will
appear #
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3.1 Bport the cene ...
Leave all the option at their defa"lt, and elect eport.
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3.2 %eting the we&ite
>nce eported, yo"r new 3! we&ite @one can &e teted &y
clic'ing the tet &"tton.
a. *re the tet &"tton to open yo"r we&ite @one in )nfinity.
6o"r )nfinity &rower may need "nloc'ing &efore yo" canproceed. )f yo" need to do thi, re"et an a"thori@ationcode &y following the on creen intr"ction.
&. %et yo"r ite.
c. Bit )nfinity and ret"rn to 3! St"dio /a when yo" areready to contin"e.
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Stage 0 Creating A Web age /ra&e
Adding we& page i an ecellent way of introd"cing contentinto a 3! we&ite @one. )nfinity allow yo" to diplay we&
page on any "rface.
8irt, well create a frame to hold the we& page.
Mere how #7
E.1 Reet 3! St"dio /a
E.2 Bn"re yo"r "nit are et to 1 "nit 1 metre
E.3 Create a chamfer &o with mea"rement of30.12.0 with a chamfer fillet of 2.
E.E ame the chamfer &o frame.
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E.$ >pen the material editor and create a material calledframe.E. Apply the &itmap frame.Gpg to the diff"e component in
the ame way a yo" did for the wall and the floor.
E.H Apply the material to the frame o&Gect.
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E.I Create another material called page.
E.J Set the material diff"e and pec"lar colo"r to &lac'.
E.10 Bna&le elf ill"mination and et the elf ill"minationcolo"r to white.
E.11 Apply the &itmap "ndefined.&mp to the elf ill"minationcomponent.
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E.12 et, well define what part of the geometry will diplay
the we&page.
a- Convert the chamfer &o into an edita&le meh.
&- Select the central face of the meh on one ide and
drag the page material onto them.
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E.13 +ith only the page material face elected, apply an:nwrap :N+5 modifier, then edit the tet"re coordinate othat the entire tet"re "rface i vii&le on the election.
Set ",v coordinate to # 0.001,0.001-, 0.001,0.JJJ-,0.JJJ,0.001-, 0.JJJ,0.JJJ-
+e &ring the coordinate in a little to prevent filteringartifact when we& page are rendered.
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E.1E Clean "p.
a- %he tet"re map "ndefined.&mp wa applied for
contr"ction p"rpoe only 7 we dont want to ee it in o"rwe&ite.
&- )n the material editor, elect the page material and removethe tet"re.
E.1$ Save the cene a 9)nfinity;Ot"torial=1Oframe.ma then
reet.
E.1 et, we will eternally reference the we&page frameinto the cene.
>"r we&page frame i now ready for "e. +e are going toplace an eternal reference of the frame into the @one we are
&"ilding.
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Stage 2 $.ternal eerencing
+e "e thi approach for everal reaon #7
1. )nerting o&Gect &y reference can "&tantially red"ce
download time. )f an o&Gect i placed in m"ltiple cenem"ltiple time, it only need to &e downloaded once. %hican alo &e achieved &y intancing.
2. Any improvement made to the referenced o&Gect area"tomatically carried thro"gh into all cene they are placedin. 8or eample, conider two cene, A and (. Scene Acontain a model of a chair and cene ( contain a ta&leand E referenced chair. )f yo" improve the chair model incene A, then load cene (, the cene will contain theimproved chair.
3. Bffective "e of eternal reference ena&le yo" to
organi@e yo"r artwor' in a logical, hierarchical manner thatena&le increae in compleity to &e managed efficiently.
4. +hen wor'ing in a team, good "e of referenced geometryena&le the improvement in one peron wor' to carry
thro"gh into another a"tomatically. %hi i a very powerf"lcolla&oration techni"e.
5. Scene tyle can &e changed on the fly &y witching
&etween different verion of any given piece of geometry.B.g. A we& erver co"ld deliver different type of chairdepending on the config"ration.
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Stage 4 $&bedding A Web ageInto The 5one
$.ternal eerencing rocedure
.1 Reet 3! St"dio /a
.2 >pen 9)nfinity;Ot"torial=1Oinde.ma
.3 >pen the )nfinity %ool :tility panel.:tilitie ta& /ore 9;9; %ool@
.E 8rom the tool panel elect Insert then elect9)nfinity;Ot"torial=1Oframe.ma from the file dialog.
.$ 6o" can now poitionOorientOcale the referencedgeometry a re"ired &y manip"lating the d"mmy.
.. Select the d"mmy connected to frame.ma and poition ito the frame i againt one of the wall, with the page
"rface facing toward the centre of the @one.
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.$ et well pecify which we&page will &e diplayed in the
frame.
a- Select the frame parent P it connected d"mmy.
&- Right mo"e &"tton 7; propertie 7; "er defined.
%ype the following e.actly as +ritten in the d"mmy "er
defined propertie #7
9material idQpageQ;
9inp"t rcQ.Omain.htmlQ typeQwe&pageQO;
9O;
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A e+ things to note
1. %he tet that we G"t added decri&e a material overridethat
modifie a material on the referenced o&Gect. %he original tet"re
on the pagematerial none- i replaced with )nfinity interactive
we&page renderer. %he we&page renderer i intr"cted to load the
we&page main.html.
2. %he material that i overridden in thi manner m"t &e preentin the referenced o&Gect. !o not otherwie modify material on
referenced intance.
3. ote the .O relative pathname pecification which intr"ct
)nfinity to load the we&page from the ame directory. 6o" can
alo pecify a&ol"te addree "ing http ynta if yo" prefer.
E. )nfinity we&page renderer doe not operate within the
3!S/a environment, o yo" will only ee the we&page when yo"
view the @one in )nfinity.
$. 6o" can diplay other type of content &y etting the tet"re
typeto omething ele. 8or eample, pecifying type5video5 can
&e "ed to render video tream.
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. Bport the cene again ...
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Stage 6 Creating 7y(erlin8s
"t a with we&page, 3! we&ite @one can contain
hyperlin' that allow yo" to lin' content together. 6o" can
lin' to other @one, ite, or we& page.
!ividing a ite into a n"m&er of @one i a good way to
organi@e content, to red"ce download time and to 'eep a
comple ite reponive.
!ividing a ite into @one add interet to the ite &y giving
viitor more place to viit.
%he proce of creating a 3! hyperlin' i imilar to adding a
frame. 8irt, we create the hyperlin' o&Gect the o&Gect yo"
clic' on to activate the lin'-, then we eternally reference it
into the cene in which the hyperlin' i to reide.
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61 Create the 3D hy(erlin8 geo&etry
a- Reet 3! St"dio /a. Set "nit to 1 "nit 1 metre.
&- Create a &o with dimenion 0.2, 1.0, 1.0
c- ame the &o defa"lt.
d- Create a material named hotpot.
e- Set the material diff"e colo"r to green and pec"lar to &lac'.
f- Apply the material to the lin' o&Gect.
%he lin' will activate when the "er clic' on any part of the o&Gectdiplaying thi material.
g- Save a 9)nfinity;Ot"torial=1Olin'.ma
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6" $&bed the 3D hy(erlin8 into your 9one
a- Reet 3! St"dio /a, then re7open
9)nfinity;Ot"torial=1Oinde.ma
&- Bternally reference the lin' o&Gect into the cene andplace it againt a wall within the @one in the ame way yo"did with the frame. ame it d"mmy lin'5.
c- Add the following S4 code, eactly a written to thelin'5 d"mmy "er defined propertie
9material idQhotpotQ;9lin' idQ%hi way KQ [email protected];9O;
%hee intr"ction override the hotpot material with one thathyperlin' to yo"r econd @one.
ote the relativepath in the lin' detination [email protected]. Alway "e
relative path when poi&le a thi mean that yo" can move content
aro"nd witho"t having to change all the lin'.
%hi i &etter #7
9lin' idQ%hi way KQ [email protected];
than thi #
9lin' idQ%hi way KQ detQmywe&[email protected];
)f yo" "e the econd techni"e and then move the content tomyotherwe&ite.comyo" will have to edit all the lin' and &y then yo"
might have a lot- to get them to wor'. )f yo" are deli&erately lin'ing toanother ite, yo" have to pecify the f"ll addre a normal.
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6o" can lin' to any we&page or g format 3! we&ite @one on the
)nternet "ing thi techni"e.
8or eample, to lin' to Advance Software 3! we&ite, yo" co"ldwrite #7
9lin' idQNiit Advance SoftwareQ detQadvance7oftware.comQO;
Re7eport the inde.ma cene.
.. &"t dont tet it yet, &eca"e o"r @one now reference another [email protected] &"t we havent created that yet.
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Stage : Creating ;our Second 5one
>"r firt @one now reference another called @one2, o wed
&etter create it.
a- )n 3! St"dio /a, open 9)nfinity;Ot"torial=1Oinde.maand ave it a 9)nfinity;Ot"[email protected] to create ad"plicate that we can wor' from.
&- )n 9)nfinity;Ot"[email protected], et the diff"e tet"re&itmap for the floor material to gra.Gpg o the @one loo'
a little different from the firt one.
c- /odify the hyperlin' in @one2 to point &ac' to the defa"lt@one or elewhere, if yo" prefer-.
d- Bport the cene to 9)nfinity;
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Stage 1? Adding @ideo Content
ow, well add ome video content to o"r we&ite.
!o the following #7
1. Re7open 9)nfinity;
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Stage 11 #ase C olours
+hen a we&ite @one load, it can ta'e ome time &efore all
the content appear, epecially if yo"re "ing a low
connection or if the content i comple. +hile the &rower i
waiting for tet"re to load, &y defa"lt, o&Gect appear a
"ntet"red gray mehe. 6o" can ma'e the incremental load
proce a little more pleaing on the eye &y electing
appropriate &ae colo"r. %he &ae colo"r of a material tell
the &rower what colo"r to hade the material with while it i
waiting for tet"re to load.
8or eample, yo" co"ld et a green &ae colo"r for a gra
material. >&Gect "ing the gra material wo"ld &e haded
green "ntil the material tet"re download complete. %hi i
not the ame a the diff"e colo"r.
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Let add ome &ae colo"r to o"r we&ite root @one #
a- >pen 9)nfinity;
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Stage 13 Ani&ation
>&Gect movement and tet"re coordinate animation are &oth"pported.
6o" need to elect either eport ingle cycle or eport looped
when eporting the content to control how the animation i to
&e played.
Stage 10 Testing ;our Site
)f )nfinity i intalled on yo"r comp"ter, yo" can tet any of
yo"r new 3! we&ite content my do"&le clic'ing on the @one
yo"d li'e to load from +indow eplorer. )f the we&ite
deigner create their wor' on a networ' accei&le drive,
anyone ele wor'ing on the proGect who ha the )nfinity
&rower intalled on their comp"ter can tet the ite and give
feed&ac' to the team &efore the content goe live on the
)nternet.
a- >pen yo"r 3d we&ite directory 9)nfinity;
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Stage 12 Going )i%e !
>nce yo"ve created ome 3! we&ite content that yo"d li'eto hare with the world, the proce of going live i identicalto "ploading we&page content to a we& erver.
Simply copy the file from yo"r local 9)nfinity;Owe&itedirectory to the directory on a we& erver that hot yo"rwe&ite. %here are many file tranfer "tilitie ftp application-availa&le for doing thi. 6o" can "e whichever yo" prefer. Alltranfer ho"ld ta'e place in binarymode, not acii or tet
mode.
%he implet "pload techni"e i to enter the ftp addre ofthe we&ite into +indow Bplorer, log in, then elect all thefile and copy. )f there are no filename clahe, )nfinityformat g geometry, tet"re, video and any additional filecan reide on the ame we& erver a yo"r eiting 2!we&ite witho"t the need to ma'e change to yo"r eiting
we&ite content or directory tr"ct"re.
)f any filename clahe occ"r, yo" will need to addre thi &yreorgani@ing yo"r data o that all yo"r content can reide onthe we& erver a re"ired.
>nce the file have &een "ploaded, anyone who accee
yo"r ite "ing )nfinity will enter yo"r new 3! we&ite K +henthe ite i acceed from an html &rower, we& page willcontin"e to load a ""al.
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A((endi. 1 Website Authoring Ti(s
Mere a few thing to thin' a&o"t when &"ilding a 3!we&ite.
olygon Count
%hi i pro&a&ly the mot important thing to remem&er. oteveryone ha tate of the art comp"ter. %he more polygon
"ed in the we&ite, the more powerf"l the viewer comp"terha to &e to interact with it at an accepta&le frame rate.Comple we&ite will only &e "a&le &y people with highpecification comp"ter. Comple we&ite alo ta'e longer toload. Teeping thing imple will attract the larget potentiala"dience.
+e recommend creating low and high compleity verion of
yo"r ite and allowing "er to elect which one to enter&aed on the pecification of their e"ipment and )nternetconnection.
Te.tures
+e recommend that yo" "e tet"re with power of two
image dimenion for maim"m compati&ility with legacygraphic hardware. :ing tiled tet"re ena&le large area to&e tet"red from one o"rce. Clever "e of tiled tet"reena&le content to download really fat. :e them K
+here poi&le, "e monochrome gray cale- tet"re andadd colo"r &y appropriate "e of the diff"e and elfill"mination material colo"r. /onochrome tet"re are a thirdthe i@e of f"ll colo"r tet"re o download 3 time fater K
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Geo&etry Scale
>ne )nfinity "nit repreent one metre.%o avoid pro&lem, et yo"r "nit the ame way in 3!S /a.
InstancedBeerenced Geo&etry
8or item placed in m"ltiple location, "ch a doorway,page frame, tree, etc. yo" are advied to "e intancing oreternal reference. %hi will "&tantially red"ce downloadtime a each "ni"e o&Gect i only downloaded once.
@ie+ing In 3D Studio 'a.
+hat yo" ee in /a int alway eactly the ame a whatyo" ee in the &rower. %hi i d"e to difference in lightingand hading techni"e. Remem&er that 3!S /a i a highend graphic program and ha many feat"re which are notyet "pported &y )nfinity. 8or &et re"lt, limit yo"r "e of
the 3!S /a feat"re to thoe "pported &y )nfinity.
$&bedded 'edia
Bm&edded page and video can really ma'e a ite tand o"t,&"t they ta'e time to download and can affect performance.
a&ing Con%entions
A good naming convention i recommended to preventconflicting material and filename.
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eal Ti&e )ighting
Caref"l "e of real time lighting effect can create dramaticre"lt.
$.(eri&ent
)nfinity c"rrently "pport "p to E' vertice O polygon permeh.
!ecide "pon yo"r target a"dience and en"re that yo" deign
yo"r we&ite o that it r"n well on the minim"m pecificatione"ipment yo"r target a"dience i li'ely to &e "ing.
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A((endi. "
re(aring @ideo Content
)nfinity "pport treaming video. )n order to play &ac' videocontent, an appropriate codec m"t &e intalled on the end"er comp"ter. +e recommend that yo" 'eep o"rce videoo yo" can convert to "perior format later.
8or eample, yo" can "e /icrooft Bpreion Bncoder toconvert eiting video into a treaming optimi@ed format.
Link: http://www.microsoft.com/expression/service-packs/Encoder.aspx
/*E M2E- i the c"rrently recommended treaming format.
http://www.microsoft.com/expression/service-packs/Encoder.aspxhttp://www.microsoft.com/expression/service-packs/Encoder.aspx