- 浏览: 167258 次
- 性别:
- 来自: 广州
文章分类
最新评论
-
兰斯洛特1987:
顶!!!!谢谢分享.最近我也在研究这玩意...
Java语言的Hook实现 -
pu02203:
我把Confidant.jar, 丢进去eclipse, 里面 ...
重磅推出诛仙辅助软件第二波:Java版按键精灵 -
泣血端午:
Calculagraph 这是哪个类啊?
A星算法 -
haitaohehe:
我使用的是jstl1.0 可是在使用<c:set va ...
JSTL1.0和JSTL1.1的区别 -
micheal19840929:
学习楼主,我也测试一下~看看兼容性吧。lanlanzhilia ...
手机版飞鸽传书:无线牵
最近实验室接了一个项目,开发一个虚拟现实平台,用来展示海底场景,能够对海洋各种环境进行实时渲染,并对以鱼类为主的生物进行形态和行为仿真,设计并实现其基本动作.主要内容有用三维建模,雾化,粒子系统等模拟海底空间效果,对光,影,雾,浪,水流等进行实时渲染.
技术关键问题及解决途径:1) 虚拟海底场景实时生成:通过借助图形处理器(GPU),利用NVIDIA推出的Cg语言编程对海底场景相关的水体、光影效果进行实时渲染;2) 鱼类表面纹理的细节表现:通过使用动态纹理,光影计算以及OpenGL库的纹理映射方法等表现鱼类等的表面纹理细节,使其与所在的海底环境相配合;
平台中对鱼类的动作仿真是难点之一,打算采用ms3d文件,从模型中读取数据,进行渲染.
// MilkShape 3D 1.8.2 File Format Specification // // // This specifcation is written in C style. // // // The data structures are defined in the order as they appear in the .ms3d file. // // // // // // // max values // #define MAX_VERTICES 65534 #define MAX_TRIANGLES 65534 #define MAX_GROUPS 255 #define MAX_MATERIALS 128 #define MAX_JOINTS 128 // // flags // #define SELECTED 1 #define HIDDEN 2 #define SELECTED2 4 #define DIRTY 8 // // types // #ifndef byte typedef unsigned char byte; #endif // byte #ifndef word typedef unsigned short word; #endif // word // force one byte alignment #include <pshpack1.h> // // First comes the header (sizeof(ms3d_header_t) == 14) // typedef struct { char id[10]; // always "MS3D000000" int version; // 4 } ms3d_header_t; // // Then comes the number of vertices // word nNumVertices; // 2 bytes // // Then come nNumVertices times ms3d_vertex_t structs (sizeof(ms3d_vertex_t) == 15) // typedef struct { byte flags; // SELECTED | SELECTED2 | HIDDEN float vertex[3]; // char boneId; // -1 = no bone byte referenceCount; } ms3d_vertex_t; // // Then comes the number of triangles // word nNumTriangles; // 2 bytes // // Then come nNumTriangles times ms3d_triangle_t structs (sizeof(ms3d_triangle_t) == 70) // typedef struct { word flags; // SELECTED | SELECTED2 | HIDDEN word vertexIndices[3]; // float vertexNormals[3][3]; // float s[3]; // float t[3]; // byte smoothingGroup; // 1 - 32 byte groupIndex; // } ms3d_triangle_t; // // Then comes the number of groups // word nNumGroups; // 2 bytes // // Then come nNumGroups times groups (the sizeof a group is dynamic, because of triangleIndices is numtriangles long) // typedef struct { byte flags; // SELECTED | HIDDEN char name[32]; // word numtriangles; // word triangleIndices[numtriangles]; // the groups group the triangles char materialIndex; // -1 = no material } ms3d_group_t; // // number of materials // word nNumMaterials; // 2 bytes // // Then come nNumMaterials times ms3d_material_t structs (sizeof(ms3d_material_t) == 361) // typedef struct { char name[32]; // float ambient[4]; // float diffuse[4]; // float specular[4]; // float emissive[4]; // float shininess; // 0.0f - 128.0f float transparency; // 0.0f - 1.0f char mode; // 0, 1, 2 is unused now char texture[128]; // texture.bmp char alphamap[128]; // alpha.bmp } ms3d_material_t; // // save some keyframer data // float fAnimationFPS; // 4 bytes float fCurrentTime; // 4 bytes int iTotalFrames; // 4 bytes // // number of joints // word nNumJoints; // 2 bytes // // Then come nNumJoints joints (the size of joints are dynamic, because each joint has a differnt count of keys // typedef struct // 16 bytes { float time; // time in seconds float rotation[3]; // x, y, z angles } ms3d_keyframe_rot_t; typedef struct // 16 bytes { float time; // time in seconds float position[3]; // local position } ms3d_keyframe_pos_t; typedef struct { byte flags; // SELECTED | DIRTY char name[32]; // char parentName[32]; // float rotation[3]; // local reference matrix float position[3]; word numKeyFramesRot; // word numKeyFramesTrans; // ms3d_keyframe_rot_t keyFramesRot[numKeyFramesRot]; // local animation matrices ms3d_keyframe_pos_t keyFramesTrans[numKeyFramesTrans]; // local animation matrices } ms3d_joint_t; // // Then comes the subVersion of the comments part, which is not available in older files // int subVersion; // subVersion is = 1, 4 bytes // Then comes the numer of group comments unsigned int nNumGroupComments; // 4 bytes // // Then come nNumGroupComments times group comments, which are dynamic, because the comment can be any length // typedef struct { int index; // index of group, material or joint int commentLength; // length of comment (terminating '\0' is not saved), "MC" has comment length of 2 (not 3) char comment[commentLength]; // comment } ms3d_comment_t; // Then comes the number of material comments int nNumMaterialComments; // 4 bytes // // Then come nNumMaterialComments times material comments, which are dynamic, because the comment can be any length // // Then comes the number of joint comments int nNumJointComments; // 4 bytes // // Then come nNumJointComments times joint comments, which are dynamic, because the comment can be any length // // Then comes the number of model comments, which is always 0 or 1 int nHasModelComment; // 4 bytes // // Then come nHasModelComment times model comments, which are dynamic, because the comment can be any length // // Then comes the subversion of the vertex extra information like bone weights, extra etc. int subVersion; // subVersion is = 2, 4 bytes // ms3d_vertex_ex_t for subVersion == 1 typedef struct { char boneIds[3]; // index of joint or -1, if -1, then that weight is ignored, since subVersion 1 byte weights[3]; // vertex weight ranging from 0 - 255, last weight is computed by 1.0 - sum(all weights), since subVersion 1 // weight[0] is the weight for boneId in ms3d_vertex_t // weight[1] is the weight for boneIds[0] // weight[2] is the weight for boneIds[1] // 1.0f - weight[0] - weight[1] - weight[2] is the weight for boneIds[2] } ms3d_vertex_ex_t; // ms3d_vertex_ex_t for subVersion == 2 typedef struct { char boneIds[3]; // index of joint or -1, if -1, then that weight is ignored, since subVersion 1 byte weights[3]; // vertex weight ranging from 0 - 100, last weight is computed by 1.0 - sum(all weights), since subVersion 1 // weight[0] is the weight for boneId in ms3d_vertex_t // weight[1] is the weight for boneIds[0] // weight[2] is the weight for boneIds[1] // 1.0f - weight[0] - weight[1] - weight[2] is the weight for boneIds[2] unsigned int extra; // vertex extra, which can be used as color or anything else, since subVersion 2 } ms3d_vertex_ex_t; // Then comes nNumVertices times ms3d_vertex_ex_t structs (sizeof(ms3d_vertex_ex_t) == 10) // Then comes the subversion of the joint extra information like color etc. int subVersion; // subVersion is = 2, 4 bytes // ms3d_joint_ex_t for subVersion == 1 typedef struct { float color[3]; // joint color, since subVersion == 1 } ms3d_joint_ex_t; // Then comes nNumJoints times ms3d_joint_ex_t structs (sizeof(ms3d_joint_ex_t) == 12) // Then comes the subversion of the model extra information int subVersion; // subVersion is = 1, 4 bytes // ms3d_model_ex_t for subVersion == 1 typedef struct { float jointSize; // joint size, since subVersion == 1 int transparencyMode; // 0 = simple, 1 = depth buffered with alpha ref, 2 = depth sorted triangles, since subVersion == 1 float alphaRef; // alpha reference value for transparencyMode = 1, since subVersion == 1 } ms3d_model_ex_t; #include <poppack.h> // // Mesh Transformation: // // 0. Build the transformation matrices from the rotation and position // 1. Multiply the vertices by the inverse of local reference matrix (lmatrix0) // 2. then translate the result by (lmatrix0 * keyFramesTrans) // 3. then multiply the result by (lmatrix0 * keyFramesRot) // // For normals skip step 2. // // // // NOTE: this file format may change in future versions! // // // - Mete Ciragan //
读取程序:
文件头:ms3dfile.H #ifndef word typedef unsigned short word; #endif // word typedef struct { char id[10]; // always "MS3D000000" int version; // 4 } ms3d_header_t; typedef struct { byte flags; // SELECTED | SELECTED2 | HIDDEN float vertex[3]; // char boneId; // -1 = no bone byte referenceCount; } ms3d_vertex_t; typedef struct { word flags; // SELECTED | SELECTED2 | HIDDEN word vertexIndices[3]; // float vertexNormals[3][3]; // float s[3]; // float t[3]; // byte smoothingGroup; // 1 - 32 byte groupIndex; // } ms3d_triangle_t; typedef struct { word edgeIndices[2]; } ms3d_edge_t; typedef struct { byte flags; // SELECTED | HIDDEN char name[32]; // word numtriangles; // word* triangleIndices; // the groups group the triangles char materialIndex; // -1 = no material } ms3d_group_t; typedef struct { char name[32]; // float ambient[4]; // float diffuse[4]; // float specular[4]; // float emissive[4]; // float shininess; // 0.0f - 128.0f float transparency; // 0.0f - 1.0f char mode; // 0, 1, 2 is unused now char texture[128]; // texture.bmp char alphamap[128]; // alpha.bmp } ms3d_material_t; typedef struct { float time; // time in seconds float rotation[3]; // x, y, z angles } ms3d_keyframe_rot_t; typedef struct { float time; // time in seconds float position[3]; // local position } ms3d_keyframe_pos_t; typedef struct { byte flags; // SELECTED | DIRTY char name[32]; // char parentName[32]; // float rotation[3]; // local reference matrix float position[3]; word numKeyFramesRot; // word numKeyFramesTrans; // ms3d_keyframe_rot_t* keyFramesRot; // local animation matrices ms3d_keyframe_pos_t* keyFramesTrans; // local animation matrices } ms3d_joint_t; #include <poppack.h> class CMS3DFileI; class CMS3DFile { public: CMS3DFile(); virtual ~CMS3DFile(); public: bool LoadFromFile(const char* lpszFileName); void Clear(); int GetNumVertices(); void GetVertexAt(int nIndex, ms3d_vertex_t **ppVertex); int GetNumTriangles(); void GetTriangleAt(int nIndex, ms3d_triangle_t **ppTriangle); int GetNumEdges(); void GetEdgeAt(int nIndex, ms3d_edge_t **ppEdge); int GetNumGroups(); void GetGroupAt(int nIndex, ms3d_group_t **ppGroup); int GetNumMaterials(); void GetMaterialAt(int nIndex, ms3d_material_t **ppMaterial); int GetNumJoints(); void GetJointAt(int nIndex, ms3d_joint_t **ppJoint); int FindJointByName(const char* lpszName); float GetAnimationFPS(); float _GetCurrentTime(); int GetTotalFrames(); private: CMS3DFileI *_i; private: CMS3DFile(const CMS3DFile& rhs); CMS3DFile& operator=(const CMS3DFile& rhs); }; #endif // _MS3DFILE_H_ 文件ms3dfile.CPP #pragma warning(disable : 4786) #include "MS3DFile.h" #include <set> #include <vector> #define MAKEDWORD(a, b) ((unsigned int)(((word)(a)) | ((word)((word)(b))) << 16)) class CMS3DFileI { public: std::vector<ms3d_vertex_t> arrVertices; std::vector<ms3d_triangle_t> arrTriangles; std::vector<ms3d_edge_t> arrEdges; std::vector<ms3d_group_t> arrGroups; std::vector<ms3d_material_t> arrMaterials; float fAnimationFPS; float fCurrentTime; int iTotalFrames; std::vector<ms3d_joint_t> arrJoints; public: CMS3DFileI() : fAnimationFPS(24.0f), fCurrentTime(0.0f), iTotalFrames(0) { } }; CMS3DFile::CMS3DFile() { _i = new CMS3DFileI(); } CMS3DFile::~CMS3DFile() { delete _i; } bool CMS3DFile::LoadFromFile(const char* lpszFileName) { FILE *fp = fopen(lpszFileName, "rb"); if (!fp) return false; size_t i; ms3d_header_t header; fread(&header, 1, sizeof(ms3d_header_t), fp); if (strncmp(header.id, "MS3D000000", 10) != 0) return false; if (header.version != 4) return false; // vertices word nNumVertices; fread(&nNumVertices, 1, sizeof(word), fp); _i->arrVertices.resize(nNumVertices); fread(&_i->arrVertices[0], nNumVertices, sizeof(ms3d_vertex_t), fp); // triangles word nNumTriangles; fread(&nNumTriangles, 1, sizeof(word), fp); _i->arrTriangles.resize(nNumTriangles); fread(&_i->arrTriangles[0], nNumTriangles, sizeof(ms3d_triangle_t), fp); // edges std::set<unsigned int> setEdgePair; for (i = 0; i < _i->arrTriangles.size(); i++) { word a, b; a = _i->arrTriangles[i].vertexIndices[0]; b = _i->arrTriangles[i].vertexIndices[1]; if (a > b) std::swap(a, b); if (setEdgePair.find(MAKEDWORD(a, b)) == setEdgePair.end()) setEdgePair.insert(MAKEDWORD(a, b)); a = _i->arrTriangles[i].vertexIndices[1]; b = _i->arrTriangles[i].vertexIndices[2]; if (a > b) std::swap(a, b); if (setEdgePair.find(MAKEDWORD(a, b)) == setEdgePair.end()) setEdgePair.insert(MAKEDWORD(a, b)); a = _i->arrTriangles[i].vertexIndices[2]; b = _i->arrTriangles[i].vertexIndices[0]; if (a > b) std::swap(a, b); if (setEdgePair.find(MAKEDWORD(a, b)) == setEdgePair.end()) setEdgePair.insert(MAKEDWORD(a, b)); } for(std::set<unsigned int>::iterator it = setEdgePair.begin(); it != setEdgePair.end(); ++it) { unsigned int EdgePair = *it; ms3d_edge_t Edge; Edge.edgeIndices[0] = (word) EdgePair; Edge.edgeIndices[1] = (word) ((EdgePair >> 16) & 0xFFFF); _i->arrEdges.push_back(Edge); } // groups word nNumGroups; fread(&nNumGroups, 1, sizeof(word), fp); _i->arrGroups.resize(nNumGroups); for (i = 0; i < nNumGroups; i++) { fread(&_i->arrGroups[i].flags, 1, sizeof(byte), fp); fread(&_i->arrGroups[i].name, 32, sizeof(char), fp); fread(&_i->arrGroups[i].numtriangles, 1, sizeof(word), fp); _i->arrGroups[i].triangleIndices = new word[_i->arrGroups[i].numtriangles]; fread(_i->arrGroups[i].triangleIndices, _i->arrGroups[i].numtriangles, sizeof(word), fp); fread(&_i->arrGroups[i].materialIndex, 1, sizeof(char), fp); } // materials word nNumMaterials; fread(&nNumMaterials, 1, sizeof(word), fp); _i->arrMaterials.resize(nNumMaterials); fread(&_i->arrMaterials[0], nNumMaterials, sizeof(ms3d_material_t), fp); fread(&_i->fAnimationFPS, 1, sizeof(float), fp); fread(&_i->fCurrentTime, 1, sizeof(float), fp); fread(&_i->iTotalFrames, 1, sizeof(int), fp); // joints word nNumJoints; fread(&nNumJoints, 1, sizeof(word), fp); _i->arrJoints.resize(nNumJoints); for (i = 0; i < nNumJoints; i++) { fread(&_i->arrJoints[i].flags, 1, sizeof(byte), fp); fread(&_i->arrJoints[i].name, 32, sizeof(char), fp); fread(&_i->arrJoints[i].parentName, 32, sizeof(char), fp); fread(&_i->arrJoints[i].rotation, 3, sizeof(float), fp); fread(&_i->arrJoints[i].position, 3, sizeof(float), fp); fread(&_i->arrJoints[i].numKeyFramesRot, 1, sizeof(word), fp); fread(&_i->arrJoints[i].numKeyFramesTrans, 1, sizeof(word), fp); _i->arrJoints[i].keyFramesRot = new ms3d_keyframe_rot_t[_i->arrJoints[i].numKeyFramesRot]; _i->arrJoints[i].keyFramesTrans = new ms3d_keyframe_pos_t[_i->arrJoints[i].numKeyFramesTrans]; fread(_i->arrJoints[i].keyFramesRot, _i->arrJoints[i].numKeyFramesRot, sizeof(ms3d_keyframe_rot_t), fp); fread(_i->arrJoints[i].keyFramesTrans, _i->arrJoints[i].numKeyFramesTrans, sizeof(ms3d_keyframe_pos_t), fp); } fclose(fp); return true; } void CMS3DFile::Clear() { _i->arrVertices.clear(); _i->arrTriangles.clear(); _i->arrEdges.clear(); _i->arrGroups.clear(); _i->arrMaterials.clear(); _i->arrJoints.clear(); } int CMS3DFile::GetNumVertices() { return (int) _i->arrVertices.size(); } void CMS3DFile::GetVertexAt(int nIndex, ms3d_vertex_t **ppVertex) { if (nIndex >= 0 && nIndex < (int) _i->arrVertices.size()) *ppVertex = &_i->arrVertices[nIndex]; } int CMS3DFile::GetNumTriangles() { return (int) _i->arrTriangles.size(); } void CMS3DFile::GetTriangleAt(int nIndex, ms3d_triangle_t **ppTriangle) { if (nIndex >= 0 && nIndex < (int) _i->arrTriangles.size()) *ppTriangle = &_i->arrTriangles[nIndex]; } int CMS3DFile::GetNumEdges() { return (int) _i->arrEdges.size(); } void CMS3DFile::GetEdgeAt(int nIndex, ms3d_edge_t **ppEdge) { if (nIndex >= 0 && nIndex < (int) _i->arrEdges.size()) *ppEdge = &_i->arrEdges[nIndex]; } int CMS3DFile::GetNumGroups() { return (int) _i->arrGroups.size(); } void CMS3DFile::GetGroupAt(int nIndex, ms3d_group_t **ppGroup) { if (nIndex >= 0 && nIndex < (int) _i->arrGroups.size()) *ppGroup = &_i->arrGroups[nIndex]; } int CMS3DFile::GetNumMaterials() { return (int) _i->arrMaterials.size(); } void CMS3DFile::GetMaterialAt(int nIndex, ms3d_material_t **ppMaterial) { if (nIndex >= 0 && nIndex < (int) _i->arrMaterials.size()) *ppMaterial = &_i->arrMaterials[nIndex]; } int CMS3DFile::GetNumJoints() { return (int) _i->arrJoints.size(); } void CMS3DFile::GetJointAt(int nIndex, ms3d_joint_t **ppJoint) { if (nIndex >= 0 && nIndex < (int) _i->arrJoints.size()) *ppJoint = &_i->arrJoints[nIndex]; } int CMS3DFile::FindJointByName(const char* lpszName) { for (size_t i = 0; i < _i->arrJoints.size(); i++) { if (!strcmp(_i->arrJoints[i].name, lpszName)) return i; } return -1; } float CMS3DFile::GetAnimationFPS() { return _i->fAnimationFPS; } float CMS3DFile::_GetCurrentTime() { return _i->fCurrentTime; } int CMS3DFile::GetTotalFrames() { return _i->iTotalFrames; }
本文来自CSDN博客,转载请标明出处:http://blog.csdn.net/whoismickey/archive/2009/01/13/3767899.aspx
http://blog.csdn.net/guokeno1/archive/2006/10/11/1330764.aspx
发表评论
-
2D跟踪弹算法
2010-10-20 10:25 2109最近在写一个 ... -
A星算法
2010-09-26 18:32 1434import java.util.Collections; ... -
卡马克算法
2010-09-25 11:35 2992卡马克卷轴算法的引入 上面的算法虽然在一定程度上解 ... -
ROAM实时动态LOD地形渲染
2010-07-20 22:17 1150作者:Bryan Turner 翻译:Dreams Woo ... -
游戏引擎十大核心竞争力 之 (一)场景分割(alpha纯预览版、持续更新)
2010-07-01 18:54 2657游戏引擎中最关键的问 ... -
内积与外积
2010-04-24 20:55 1827电脑做运算时 ... -
四叉树索引
2010-04-01 19:30 1321转自:http://blog.csdn.net/sjz ... -
碰撞检测算法
2010-04-01 12:54 0参考文献:http://book.csdn.net/bo ... -
LOD算法
2010-04-01 12:36 0参考文献:http://www.gamedev.net/ ... -
[翻译]ROAM算法
2010-04-01 12:33 0转自:http://www.cognigraph.com/RO ... -
数学公式
2010-03-27 18:50 938【正弦、余弦】 【点积】(dot product) ...
相关推荐
ms3d文件结构描述,可以用于OpenGL的渲染。
MS3D文件格式的主要组成部分包括: 1. **顶点**:每个顶点包含位置、法线、纹理坐标等信息。 2. **三角面**:模型由多个三角面构成,每个三角面由三个顶点组成,并可能包含颜色信息。 3. **关节/骨骼**:用于实现...
用OPENGL读取MS3D文件,包括程序,可运行文件,MS3D模型文件,相应的BMP图片。
1. **MS3D文件格式**:MS3D文件由多个部分组成,包括顶点数据、三角形信息、骨骼、关节、关键帧和动画数据等。加载器需要理解这些结构,才能正确地解析文件并构建出3D模型。 2. **模型解析**:加载器首先读取文件头...
1. **MS3D格式详解**:理解MS3D文件结构,包括顶点、面、骨骼、动画帧等组成部分,以及它们在模型数据中的表示方式。 2. **3D建模基础**:学习基本的3D几何体创建、编辑和组合,以及如何进行平滑组和UV映射,以实现...
MS3D文件包含了模型的顶点信息、三角形、骨骼、关节、动画等元素。在"MS3D.cpp"中,代码会解析这些数据结构,将模型加载到内存中。这通常涉及到读取二进制文件,解析头信息,然后逐个处理顶点、纹理坐标、法线、颜色...
该代码是在linux系统下opengl编程实现的.ms3d文件格式的三维模型的加载,包含纹理贴体,材质属性等
这涉及到理解MS3D文件的二进制格式,解析顶点、面、纹理坐标、骨骼和动画关键帧等信息。 3. **3D矩阵运算**:`matrix.c`包含用于处理3D空间变换的函数,如旋转、平移和缩放。这些矩阵运算对于正确地定位和绘制3D...
为了满足不断增长的市场需求,专业的三维建模工具软件应运而生,而“MS3D1.8.5{告别晴窗}汉化免杀版”便是其中一款引人瞩目的产品,它不仅为中文用户提供了便利,也展现了软件在易用性和安全性方面的独特考量。...
ms3d格式,全称为“MilkShape 3D”模型格式,是由瑞士软件公司Virtual World Entertainment开发的一款三维建模工具MilkShape 3D所使用的专属模型文件格式。这个格式在游戏开发领域,尤其是初学者中较为流行,因为它...
MS3D(MilkShape 3D)模型文件格式是专为游戏设计而优化的,它以紧凑和高效的方式保存数据,便于在游戏引擎中快速加载和渲染。通过学习这些模型文件,读者可以了解如何创建、编辑和导出3D模型,以及如何设置骨骼动画...
5. **文件结构解析**:MS3D格式文件中包含了模型顶点、面、骨骼等信息,需要编写专门的解析代码来读取这些数据。 #### 六、结论 综上所述,骨骼动画相比于顶点动画具有更多优势,尤其是在处理复杂角色动画时表现...
MILKSPACE 3D是一款专门用来打开和编辑MS3D文件的软件。它提供了一个直观的界面,让使用者可以方便地查看和修改骨骼结构,创建和调整动画关键帧。此外,该软件还支持动画预览,使得艺术家能在实际操作中直观看到动画...
3dmax加密脚本mse解密为非加密ms格式工具.rar 内附使用方法
为了显示动画,程序需要解析MS3D文件中的关键帧数据,通过插值计算每个关节在每一帧的位置和旋转,然后应用这些变化到相应的骨骼上,完成模型的动态变形。 7. **矩阵运算**: 矩阵在3D图形学中用于表示几何变换。...
MS3D文件支持包括顶点、纹理坐标、骨骼动画在内的多种3D模型元素。这种格式因其轻便和兼容性而被许多游戏开发者采用,特别是在较小规模的游戏项目中。 CBF格式,虽然名字未在描述中明确定义,但通常情况下,它是指...
4. **导出功能**:Milkshape 3D的一个强项是它的导出选项,它支持许多游戏引擎的文件格式,如Valve的 Source Engine (VTF, VMT)、Blender的OBJ、3D Studio Max的3DS,以及Unreal Engine的ASE等。 "ms3d182setup.exe...
对于程序员来说,能够有效地加载和处理ms3D文件是一项重要的技能。 加载milk3D文件的程序通常涉及到以下几个关键步骤: 1. 文件解析:首先,程序需要解析ms3D文件的二进制格式。这个过程包括识别文件头信息,确定...
描述中的“安川yaskawa机器人 MS165 stp格式3D模型及dwg 动作范围尺寸等”提到了模型的两种文件格式:STP和DWG。STP(STEP)是一种国际标准的3D模型交换格式,能够保持几何数据的精度和完整性,适用于不同CAD软件...
在3D图形编程领域,特别是在移动平台如Android上的游戏开发中,了解和使用不同的3D模型文件格式是至关重要的。本文主要介绍两种常见的3D模型格式:MD2和MS3D。 一、MD2:MD2(Quake2 Model Format)是由Quake2游戏...