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War3 Art Tool 说明与参考 中文版 (2)

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ou99孽缘 title=
发表于 2010-12-13 17:54:18
Simple Unit Tutorial, step 1
基本模型教程,步骤一
Build a sphere with a radius of 50 that rests on the origin and use an Edit Mesh
modifier to deform it so that it has an eye or two as well as a mouth Later we will
make the mouth animate open and closed.
在场景中心创建一个半径为50的球体,并用一个面片编辑修改器修改球体,使它产生一到两只眼睛,一张嘴巴,在后面我们将为这张嘴制作张与合的动画(具体形式可以打开art tool附带的模型文件参考)。
Texture Maps and Materials
Texturing requirements
Textures are assigned in the diffuse color map channel as 24-bit or 32-bit .TGA
files. A texture's size must be some power of 2, with a max size of 512x512. Neither
the height-to-width ratio nor the width-to-height ratio can be greater than 8 to 1.
The alpha channel is where you can draw team color or create transparent areas in the
model. White in the alpha channel is opaque, and black is transparent.
纹理贴图和材质
贴图要求
贴图必须使用24bit或者32bit的tga文件,赋予在色彩贴图通道上。贴图的尺寸必须为2的倍数,并且不能超过512*512。长-宽比或宽-长比为1到8。在透明贴图通道上您可以添加队伍颜色或者在模型上创建透明效果。在透明贴图里白色区域为不透明区域,黑色为透明区域。
Mip levels
The BLP process of exporting textures makes all versions of mip levels needed using a
simple bi-linear filter. Sharpened or hand-altered mip levels can be created by
saving additional textures with the suffix of “_mip1.tga”, “_mip2.tga”, etc. Each
step of a mip level texture is half the original texture's height and width. These
extra mip levels are not assigned in 3ds max, but automatically detected on preview
or export when they are in the same directory and named correctly.
纹理映射层级
导出贴图时创建blp文件过程中程序利用一种双线性滤镜自动创建贴图的各个纹理映射层级。如果需要锐化或者手动创建纹理层级,那您可以保存额外的贴图文件,并以“_mip1.tga”,“_mip2.tga”等等依次为后缀命名。每一个次层级的纹理映射贴图都是前一个层级长宽的一半。这些额外的纹理层级贴图不是在3ds max中赋予,而是被存在与原始贴图相同目录下,在预览和导出时程序自动检测出来。
Material requirements
The only types supported are Warcraft III and Composite. A composite material allows
multiple Warcraft III materials to draw as multiple passes in the game. Multi-object
or sub-object materials and geometry with multiple material IDs are not supported.
材质要求
只有专署的warcraft III魔兽三材质和composite复合材质被魔兽支持。复合材质允许多重魔兽三材质组合以在游戏中实现多次采样(多通道)效果。3ds max里的multi-object多重材质及其子材质均不被支持,同样,物体的多个材质id号也将被忽略。
The Warcraft III Material Plug-in
This plug-in may seem daunting at first for its sheer number of options. These
options are listed for advanced reference.
魔兽三材质插件
这个插件界面上大量的选项可能会让很多人望而生畏。以下列出这些选项的参考说明。
Options in the shader basic parameters
Shader Type – This option must remain as Blinn.
Replaceable Texture - This pull-down menu will allow Warcraft III to procedurally
alter the texture. This option is required for team color. Leave this on Not
Replaceable almost always.
Unshaded - This option causes the material to be fully lit and ignore light sources.
No Depth Set – The object's polygons will not write to the depth buffer. This option
is ignored when using Additive, Alpha, Modulate, and Modulate 2X blend modes.
No Depth Test - The object's polygons will not test the sort order from the depth
buffer.
2-Sided – The polygons will always draw and not use backface culling. The lighting
is determined by the one normal for the faces, so one side will always shade
incorrectly.
Unfogged – An unfogged geoset will ignore darkening from distance fog.
Unselectable – A geoset that is flagged as unselectable is ignored for hit-test
collision testing.
着色器基本面板的参数
着色类型(渲染类型)-这个选项必须保证为blinn。(blinn是当今一种通用的着色模式,具体的理论很复杂,这里也没必要讨论,记住是这个就可以了)
可置换贴图-这个下拉菜单允许魔兽三在游戏中程序地改变贴图状态。这个选项只有制作队伍颜色的时候有用,其他情况保留默认的:不可置换。
未着色-这个选项使材质完全被照亮而忽略其光源。
无深度设置-使用这个选项时物体的多边形将不被读入深度缓冲。在使用Additive, Alpha, Modulate, and Modulate 2X等混合模式时该选项将被忽略。
无深度测试-使用该选项时物体的多边形在深度缓冲中将不会执行深度次序测试
双面的-使用该选项时模型永远被双面渲染出来。因为光线由每个面片的一个法线方向决定,因此使用双面渲染的话总有一个面着色不正确。
无雾化的-使用该选项时模型的多边形组将不会在远处的迷雾中暗下来。
不可选择的-使用该选项时物体模型将会在游戏的碰撞测试中被忽略。
Options in Blinn basic parameters
Self-Illumination – The texture and lighting are multiplied by this color.
Opacity – In additive and alpha blend modes, this value directly affects how
transparent the geoset is. Furthermore, the opacity can be animated.
All other Blinn basic parameters are ignored.
Blinn着色面板参数
自发光-贴图和灯光将被这个颜色相乘。
不透明度-有叠加和通道混合两种模式,这个选项的值直接影响多边形组的透明程度。并且,这里的不透明度可以制作成动态。blinn着色面板的其他参数都被忽略。
Options in extended parameters
The only options that are used are under Advanced Transparency if you choose the
blend mode for the geoset.
Opaque (default) – The geoset draws as solid, with no blend to the frame buffer.
2 Color Alpha – The geoset draws as solid except for regions over which the texture
map alpha channel is black, where the geoset is completely transparent. The cutoff
from transparent to solid is 75% white in the alpha channel. This blend mode can have
a fixed or animating opacity channel.
Full Alpha – Standard blend mode using an 8-bit alpha channel texture and/or opacity
channel. Depth set is turned off. Draw order is in the transparent queue. Overlapping
tris can cause errors in sort order. This is the slowest-drawing blend mode.
Figure 2
Additive – The geoset adds its RGB values to the frame buffer, causing a ghost-like
glowing effect. Most spells use this to make glowing effects. Depth set is turned
off. Draw order is in the transparent queue. No sort order errors with its own
geoset.
Modulate – The geoset multiplies its RGB values to the frame buffer, making a semi-
transparent darkening of the background. Depth set is turned off. Draw order is in
the transparent queue. Opacity has no effect. No sort order errors with its own
geoset.
Modulate 2X – The geoset first doubles its initial RGB values, then multiplies them
against the frame buffer. This technique causes both brightening and darkening in one
pass. Depth set is turned off. Draw order is in the transparent queue. Opacity has no
effect. No sort order errors with its own geoset.
扩展面板参数
这里唯一能用到的参数是位于高级透明度面板块下面的混合模式。
不透明(默认值)式--多边形组显示为固体,在祯缓冲中没有混合效果。
2色通道式--多边形组在贴图的透明通道中白色部分显示为完全不透明,黑色部分显示为完全透明。在透明通道中两种区域(透明和不透明)的边界设定为75%的白色。这种混合模式允许有一个固定的或者动态的透明通道。
全通道式--常规混合模式,使用一个8bit的透明通道贴图和(或)不透明通道。深度设置为关闭。绘制顺序存在于透明度队列里。重叠的三角面会在绘制的次序排列上导致错误。这种模式是最耗时的。
叠加式--使用这种混合模式时,多边形组将RGB色彩值叠加到祯缓冲中,形成一种幽灵发光体的效果。大多数魔法就是使用这种模式创造的发光效果。深度设置关闭。绘制次序存于透明度序列中。这种混合模式下的多边形组自身不会造成绘制次序的错误。
中和式--使用这种混合模式时,多边形组将RGB色彩值相乘到祯缓冲中,形成一种半透明暗化背景的效果。深度设置关闭。绘制次序存于透明度序列中。不透明度无效。这种混合模式下的多边形组自身不会造成绘制次序的错误。
双倍中和式--使用这种混合模式时,多边形组先将自身RGB色彩值加倍,然后相乘到祯缓冲中。这种技术形成单采样(单渲染通道)里同时的亮化和暗化效果。深度设置关闭。绘制次序存于透明度序列中。不透明度无效。这种混合模式下的多边形组自身不会造成绘制次序的错误。
Options in the maps panel
Textures are assigned in the diffuse map channel of the Blizzard material. A sequence
of .TGA files can also be assigned, creating an .IFL, but you must select Use Path.
The amount is ignored. All other maps are ignored.
贴图面板中的选项
贴图用暴雪的专署材质赋予色彩贴图通道。TGA序列也被支持,通过创建一个IFL序列文件,但是您必须选择使用路径。注意:序列的数量被忽略,除第一张以外的文件全部被忽略。
Options in the bitmap sub-panel – coordinates
The following selections are directly supported: Explicit Map Channel, Map Channel
number, Tile check box. All other options are ignored.
位图子面板中的参数--坐标
如下部分能被支持:直接贴图通道,贴图通道序号和重复排列复选框。所有其他参数均忽略。
ou99孽缘 title=
 楼主| 发表于 2010-12-13 17:54:38
Simple Unit Tutorial, step 2
基本模型教程,步骤二
Figure 4
Figure 3
Figure 5
Using a paint program, make a texture to be mapped from the side view of the Simple
Unit. Save it as a 256x256 32-bit .TGA file. There should be some large dots in the
alpha channel for the team color to show through (see Figure 3 & 4).
We will be making a two-pass material, with a team color texture for the first pass
and the unit map we just made as the second pass. In the 3ds max Material Editor,
change the material type fromStandard to Composite. Now set the base material to the
Warcraft III type. Change the Replaceable pull-down field from Not Replaceable to
Team Color.Any map that is now in the diffuse color slot will be ignored, but the
tools still need a map to be there. We also suggest that you check the unshaded box
for team color on units. That’s it for the first layer
Back to the composite material, now make the Mat. 1 Slot a Warcraft III type. This
time assign the .TGA file we made in the diffuse map channel Lastly this layer needs
to be Full Alpha blend mode in the Advanced Transparency section of the Extended
Parameters.
Assign this material to our Sphere Unit’sgeometry.
使用一个绘图程序为这个简单模型绘制一张侧面贴图,并存为一个256*256大小32bit的tga文件。在透明通道里应该有一些稍大一点的点以便于稍后添加队伍颜色(参考图3和图4)
我们要制作一个双层通道的材质,队伍颜色为第一层,而单位的色彩贴图为第二层。在3ds max的材质编辑器里选择一个材质球并将基本材质类型更改为复合类型(composite)。现在将底层材质改为魔兽三材质。在可置换下拉菜单里选择“队伍颜色”。这样一来这个底层材质的色彩通道上将忽略任何贴图信息。但是我们仍然要为它赋予一张(任意)。同时,对于队伍颜色材质,我们建议您勾选“未着色”。第一层这样就可以了。向上回到复合材质面板,给材质1也赋予一个魔兽三材质。这次我们把绘制好的该单位的tga贴图赋予给色彩通道。同时在混合模式里选择“全通道”模式。
UV Mapping
Supported mapping types
The UVW Map and Unwrap UVW modifiers are supported for one non-animating map channel.
UVW Map can also animate when in planar mapping. The Unwrap UVW modifier(s) should be
left in the Modifier Stack and not collapsed. XYZ mapping is not supported. Visual
errors can occur if two adjacent vertices share the same UV. Multiple UV map channels
can be used with planar mapping. Texture tiling is controlled by the material and not
by the mapping. Flipping has no effect.
uv坐标贴图
支持的贴图方式:
针对非动态贴图通道,uvw map(贴图坐标赋予)修改器和unwrap uvw(贴图坐标展开)修改器都支持。在常规的平面贴图方式下也可以支持动态贴图。unwrap uvw修改器必须保留在修改器堆践中而不应该塌陷。xyz贴图方式不支持。展开贴图时如果两个邻边(或相邻点)分享同样的uv将会导致视觉上的混乱。使用平面贴图方式时可以使用多重贴图通道。贴图重复在修改器里不被支持,但可以通过材质里的参数实现。贴图翻转无效
ou99孽缘 title=
 楼主| 发表于 2010-12-13 17:55:07
Simple Unit Tutorial, step 3
基本模型教程,步骤三
Add a UVW Map modifier and fit it to the planar map from the side. You may need to
rotate the UVW Gizmo to the right angle. You can now add an Unwrap UVW to fine-tune
areas like the eyes.
At this point you can preview your work with the Warcraft III Preview. Under the
Utilities Panel chose the Warcraft III Preview and click the button Preview. This
will launch the viewer to look at your model.
If any errors are deteced, they will open in a dialog box showing the warning or a
fatal error,Warnings can indicate a problem, but the Previewer will still try to
display your work. Fatal errors will prevent the launch of Preview. At this time if
something is wrong, go back over the first steps.
为我们的单位添加一个uvw map贴图坐标修改器,并使之在planar平面贴图坐标下从侧面匹配大小。您可能需要把uwv虚拟体往右边少许旋转一点。现在就可以为它添加一个unwrap uvw贴图展开编辑器并对一些地方诸如眼睛进行微调。
这时候您也可以通过魔兽三预览工具对您的模型进行预览。在utilities实用工具面板里选择魔兽三预览工具,点击面板顶端的preview预览按钮,打开预览窗口。如果有错误,会弹出警告或者致命错误之类的窗口。警告表示模型有问题存在,但一般情况下,预览器还是能显示出您的模型。而致命错误则可能导致预览器无法运行。那么您就必须从第一步开始检查是否有关键性的问题。
Setting Sequences
Warcraft III uses “note track” keys in the track view to define animation sequence
length and timing. One 3ds max file includes all sequences for a Unit Model. These
note track keys also define whether the sequence plays one time or loops. The note
track for sequences is always under Objects in the track view. See Animation List of
sequence names for more information.
设置动画片断
魔兽三利用3ds max轨迹编辑器里的“注释轨迹”关键祯来定义动画片断的长度和时间选择。一个3ds max文件包括一个单位模型的所有动画片断。这些注释关键祯也定义了哪些动画是只播放一次还是循环播放。片段的注释轨迹始在轨迹编辑器里终位于“objects”项目之下。后面的参考附录里有魔兽动画列表以及片段的相关信息。
Sequence note track requirements
The sequence name must be identical on the two keys that mark the beginning and end
of a sequence. No other note keys can be between them.
Sequence name requirements
Sequence animation names are one or more word tokens separated by spaces. The
sequence name must be in quotes if it includes multiple tokens. The full sequence
name is made up of primary and secondary name tokens like “Stand Ready”, and these
animations are chosen by the game engine by a best-match method. In the case of a
unit that attacks and then pauses between attacks, the game code will ask the unit to
play the sequence “Stand Ready”. If that animation doesn’t exist, the unit will
fall back to its stand animation. There are numerous possible combinations of
animations, and you can further customize the animation sequence by playing with the
timing of those animations.
片断注释轨迹的要求
片断的名字在标示动画开始和动画结束的两个祯上面必须保持一致。而中间不允许存在任何其他注释祯。
片断名字要求
动画片断名字是一个或多个由空格隔开的字符代号。如果同一片断有多个变化那么名字上必须加上括号。完整的片断名由首要代号和次要代号组成,比如“stand ready",游戏引擎通过一个最佳匹配方式为单位选择动画片断。比如某单位被发布了攻击命令,在每两次攻击动画之间会有一个动画冷却过程,这时候,游戏引擎会命令单位播放“stand ready”动作,而如果这个动画片断不存在,那么该单位将会回到他的默认站立状态。有无数种可能的动画组合,因此您可以通过调整这些动画的时间来自定义动画序列。
Note track options
Comment - Often for reference only, a comment can be added to the name; this comment
is ignored by the game engine. The Warcraft III artists used such comments to name
animation versions by simply adding a space and a dash to the name. All text after
the “–” and still inside the quotes is ignored.
NonLooping – By default, all animations loop. If an animation is to play exactly one
time, the line NonLooping can be added. Attack and spell animations are NonLooping,
since they play one time and then play the stand (or “Stand Ready”) animation
before their cooldown allows them to attack or cast a spell again.
MoveSpeed - The comment movespeed followed by a space and a number doesn’t affect
the model at all, but it is a useful tool in previews, where it will move the ground
grid at that rate to simulate walking. Any value can be used. Most Warcraft III units
have between 250 and 400 movement speed.
Rarity – Warcraft III’s animation choosing system allows you to have multiple
animations with the same name. The animations are randomly chosen. To ensure that
certain animations happen less often, add the line rarity followed by a space and a
single number from 1 to 9. The higher the number is, the less often that animation
will be chosen.
Time Scaled Animations – Certain sequences are given a fixed time so they can be
procedurally altered in playback speed. Birth and decay animations are usually set up
with a sequence length of exactly 1800 frames, or 1 minute. The animations will be
scaled faster or slower by the game engine to equal the build time or decay time
specified for that unit.
注释轨迹选项
Comment注解--通常用作参考,注解能被加入游戏,但执行游戏时将被引擎忽略。魔兽三的艺术家们通常用这种注解为片断名字加上空格或者横杠以区别动画的不同版本。所有横杠后面的文字和括号里面的文字都将被忽略。
NonLooping不循环的--任何动画片断默认都是循环的。而如果有些动画的确只需要播放一次,那么就应该加上“NonLooping”这行。攻击和魔法动画都是不循环的,当单位播放一次这些动画以后,在动画冷却允许第二次攻击或施法之前就必须紧跟站立动画(或者“stand ready"准备就绪动画)。
MoveSpeed移动速度--这个可选指令后面通常根一个空格和一个整数,这个整数并不是代表模型的实际移动速度,而是用于预览的。在预览器中,单位将会以这个数字为频率在地面网格上移动从而形成移动效果。这个数字可以任意给与,但大多数魔兽单位的移动速度在250到400之间。
Rarity稀有性--魔兽三的动画选择系统允许您多个动画共用一样的名字。动画是被随即选取的。为了保证某些动画较少出现,那么可以加上这条指令,并空格加上一个1到9之间的随机数字。数字越大,动画出现的频率将会越低。
Time Scaled Animations--某些动画片断被固定了时间长度以便可以程序地改变播放速度。诞生和腐烂动画片断通常被设置到1800祯,也就是1分钟。特定单位的这些动画片断将会被游戏引擎根据其建造时间或者腐烂时间来快放或者慢放
ou99孽缘 title=
 楼主| 发表于 2010-12-13 17:55:29
Simple Unit Tutorial, step 4 .
基本模型教程,步骤四
Open the track view and add a note track under Objects. The first sequence we need to
make is a walk. Add a key to the note track at frame 10 and another at frame 40. At a
default time scale of 30 frames a second, this will make a one-second walk animation
Select both of the keys and right-click one. In the Notes pop-up, type:
Walk
MoveSpeed 300
Just like figure 10. This will make a walk sequence.
For this Simple Unit we will also need stand, attack, and death sequences. All of
them should be 30 frames in length and have about 20 frames between sequences. Both
attack and death will need NonLooping. If you preview now, nothing will change, and
the sequence will be ignored until the model actually animates. That’s the next
part.
打开轨迹编辑器,在“object”项目下添加一条注释轨迹。行走是我们第一个需要做的动画片断。在注释轨迹的第10祯和第40祯各添加一个关键祯。30祯的间隔一般代表1秒的实际时间,这样我们将创造一段1秒钟的行走动画。同时选择两个祯右键,在弹出的注释窗口里输入:
Walk
MoveSpeed 300
如图10所示,这样我们就创建了一个行走动画片断。
在我们这个教程的例子里,这个单位还需要站立,攻击和死亡动画。所有这些片断最好都有30祯的长度,并且每两个片断之间应该有不少于20祯的间隔。攻击和死亡动画都需要加上“NonLooping”标示无循环的。现在您如果预览模型,没有任何动态,在模型真正有了动画之前,这些片断都会被忽略。
Animating Geometry, Bones and Helpers
Geometry can be directly animated with position, rotation and scale. Animating non-
uniform scaling is not the same as it is in 3ds max unless the origin of the scaling
object is aligned with the world in frame 0. For complex animations we suggest you
make a skeleton and link the geometry to that skeleton.
Acceptable skeleton types
The animating character skeleton can be made of max bones, helpers, and geometry,
such as an editable mesh. Geometry needs to have the “bone” user property flagged,
or it will actually draw the geometry. These bone types need to be unhidden when you
are exporting them. Units should have a bone (or a geometry flagged as a bone) named
“bone_head” and another named “bone_chest”, both of which should be placed in the
skeleton respectively. These are used by the Warcraft III Editor script “Lock body-
part facing”. Likewise, turreted buildings can use “bone_turret” to aim only the
turret at the target.
给物体,骨骼和帮助体做动画
对于多边形体,可以直接为位置、旋转和缩放做动画。除非物体的中心坐标在第0祯时是与场景中心对齐的,否则非等比例的缩放动画将在游戏中出现跟3ds max中不一致的效果。对于复杂的动画,我们建议您创建骨骼并把物体分别链接到骨骼上,利用骨骼创建物体的动画。
可接受的骨骼类型
角色单位的动画骨骼可以使用3ds max内建的骨骼物体,帮助物体,甚至是多边形体。但是使用多边形体的时候必须在用户属性里给它加上骨骼定义,否则它会象正常物体一样在场景中被渲染出来。当您导出模型的时候,您必须让所有骨骼类型的物体都显示在视窗中。每个单位应该有一个叫“bone_head”和一个叫“bone_chest”的骨骼,都将被放置在骨架的相应位置。这些将会被魔兽三的编辑器语言“Lock body-part facing”使用。另外,某些有角的建筑物也可以使用“bone_turret”来使它的角朝向某个目标。
Animation controller types
Position/Rotation/Scale controllers must be Bezier, Linear or TCB. Opacity and
visibility can be Bezier, Linear TCB or On/Off. The Parameter Curve Out-of-Range
types can be set to Constant (default) or Cycle (for global looping animation). IK
chains or character studio bipeds are not supported.
The Bezier controller can make a no-interpolation stepped sequence by using the
Bezier Key Info, In and Out Tangents, Step type. For more information, use 3ds max
help and search for “Bezier step tangent type”. This approach requires all the keys
in that controller track to be of the Tangents to Step type, but it can give instant
transforms quite unlike other animation controller blended transforms.
On/Off visibility controllers are treated as status toggle switch and can be inverted
by a parent’s On/Off controller. If a parent bone’s visibility track is animated
off and the child’s is animated off as well, the model can become corrupted in
Warcraft III, because its origin node has been removed from the animation, yet the
child becomes visible. This can cause strange effects, like children bones that
become attached to random objects.
动画控制器类型
位置,旋转和缩放的控制器必须为“bezier”,“linear”或者“TCB”类型。不透明度和可见度可以为“bezier”,“linear”,“TCB”或者“on/off”类型。“out-of-range”参数延伸曲线的类型可以为“constant(默认的)”或者“cycle(全局重复动画)”,IK骨骼链和Character studio的两组骨骼都不支持。
“bezier”控制器使用祯信息,进出切线和梯级类型来为动画序列生成非插值段数。需要更多相关信息请在3ds max的帮助文件里搜索“Bezier step tangent type”。这种方式需要其控制器轨迹里的每个祯都和其相应梯级成切线,但是它能生成比较快捷和流畅的变形,不像其他控制器那样混合了变形。
“On/Off”可见度控制器类似于开关切换,并且能被父物体的可见度控制器翻转。如果一个父级骨骼的可见度被关闭,而同时子级也被关闭,那么模型可能在魔兽三里面产生混乱,因为它的中心节点已经随同父物体从动画中被移除了,但是仍然被设为可见。这样就会导致奇怪的效果出现了。似乎子物体好像被附加在一个随机的东西上面。
Key frame requirements
Rotation controllers need to have a key every 90 degrees or less. If there are no
keys on the first and last frame of a sequence, the default position, frame 0, will
be used. On/Off visibility controllers are the only controller type that doesn’t
require a key frame on the first and last frame of a sequence.
关键祯要求
旋转动画的控制器需要至少每90度设置一个关键祯。如果在一个动画片断的起始和结尾没有设置祯,那么单位就会使用第0祯的默认位置。只有“On/Off”可见度控制器是个例外。
ou99孽缘 title=
 楼主| 发表于 2010-12-13 17:55:44
Simple Unit Tutorial, step 5
基本模型教程,步骤五
It is time to make a three-bone skeleton made of geometry. Make 3 boxes named
Bone_Root, Bone_Head, and Bone_Jaw,respectively, and link them so Bone_Jaw is a child
of Bone_Head, which is a child of Bone_Root. Place them so the root bone’s origin is
at the origin in 3ds max, and the jaw and head are both roughly at the center of the
model (figure 12). Once you have the skeleton set up, make a key frame of position,
rotation and scale for all the bones at frame 0. For now, link the Simple Unit’s
sphere geometry to the Bone_Root. We will use the other two bones in a few more steps.
Figure 12
现在需要用物体构建一个包含三块骨骼的骨架系统。创建3个方盒体分别命名为“Bone_Root”,“Bone_Head”和“Bone_Jaw”,相应地,把“Bone_Jaw”链接为“Bone_Head”的子物体,把“Bone_Head”链接为“Bone_Root”的子物体。把他们放置在相应的位置并使根骨骼的中心位于场景中心,下巴骨骼和头部骨骼大致地放在模型的中间(参考图12)。当您布置好整个骨架,在第0祯为每个骨骼各自设置一个位移、旋转和缩放的关键祯。然后,把单位的球形模型链接到根骨骼上。
在随后的步骤里我们将使用另外两个骨骼。
Next we will animate the root bone for the walk cycle. Make the unit bounce with a few
key frames starting at frame 10 and ending on frame 40, same as the walk sequence we
made in Step 4. The quickest way we found to do this was by copying frame 0 to frame 10
and 40. On frame 25 with the Animate button on, we animated the root bone up along the
y axis about 100 units. If you preview your work now, there will be a few warning
errors, but you can see your animation To fix the errors, we will need to understand
the User Property Editor. Also let's look at skinning, called connected vertices in
Warcraft III, before we continue the tutorial.
现在我们将运动这个根骨骼以生成行走动作循环。像第4步一样的方法,在第10-40祯之间设置一些关键祯使单位产生弹跳动画。我们发现最快捷的途径是将祯0拷贝到祯10和祯40。在第25祯激活动画按钮,将根骨骼沿y轴向上移动大约100单位(英寸)。如果您现在预览模型,将会出现一系列错误提示,但是您可以观看动画并以之作参考来调整动画。在继续教程之前,我们必须很好地理解用户属性编辑器。同样,我们要看看如何蒙皮,在魔兽三里也就是称为连接模型点。
The User Property Editor
This rollout panel in the Utilities Toolbar is the interface for editing the user-
defined object properties. This menu changes to show available options depending what
is selected. If geometry is selected, the rollout will look like figure 13.
用户属性编辑器
这个位于Utilities工具栏里的卷展面板式用来为用户定义的单位设置属性的。根据选择物体的不同,该面板显示出的菜单也会有所区别。当选择几何体时,面板应该如图13所示。
User Property Editor options
2-D Model – This is for making and previewing art to be displayed in the 2D game space
like the UI cursor. When this is checked, the scale used by the game goes from 0 to 1
along the x and y axes (very small).
Anim Blend Time – This allows a preview of blend time from one animation to another.
This value is not used in the game.
Generic Object Properties
Billboarding – Causes a bone to rotate procedurally with relation to the camera as if
the front view in 3ds max was the camera direction. Full billboarding will cause the
object to always face the camera. The other options allow locking of axes.
Mesh Properties
Connected – This option is for models to skin across multiple pieces of geometry. See
Skinning the Model on the next page.
Sort Method – Alpha blend geosets can be made to sort by z distance against other
alpha blend geosets.
Connect Distance – This is the maximum distance that a pair of connected vertices can
be from each other and still be counted as connected. Zero is the default value, which
actually equates to .25 units. Entering a value other than zero will specify an exact
distance.
Priority Plane – Alpha-queued geosets can be made to draw in a specific order with
relation to each other in the same model. The lower the value is, the sooner it is
rendered. Values between -20 and 20 are regularly used.
Selection Group – Unused.
Object Types
Mesh – Default geometry.
Bone – Used to flag geometry so that it will not draw; instead, it will act as a
skeleton with full transforms.
Attachment Point – Attachment objects are geometry type bones that don’t draw but can
have art procedurally attached. See Setting up Attachment Points.
Collision Object – For flagging hit test geometry that is not drawn.
用户属性选项
二维模型:这个选项是用于制作平面模型的,比如游戏界面中的指针(光标)。当勾选这个选项时,模型尺寸必须是沿x轴和y轴上(只有两个维度)0到1的大小。
动画混和时间:该选项允许预览器预览从一个动画到另一个动画的混合过渡。这个值在游戏中不被使用。
类物体属性
布告板:就像3ds max中前视图是对着照相机一样,这个属性使骨骼能够程序地根据镜头旋转。完全布告板性质的物体会总是正面对着镜头。其他选项允许这种特性锁定某个轴向。
网格体(几何体)属性
连接的:当模型需要在多个几何体之间进行蒙皮时需要该选项。具体参见后面的模型蒙皮部分。
排序方式:透明度混合式的多边形组可以根据另一个多边形组依z轴向排序
连接距离:两个模型点在蒙皮时能被视为处于连接状态的最大距离。0是默认值。但实际上这个默认距离是大约相当于0.25个尺寸单位(也就是说不是理想状态的0距离)。输入一个值可以确定一个非0的距离。
优先权平面:在一个模型中,包含透明度序列的多边形组根据其关联以一定次序被绘制。这个值越低,这个平面所代表的多边形组将越优先被绘制。通常使用的值在-20到20之间。
选择组:这个选项通常不被使用
物体类型网格体(多边形体):正常的物体类型(在游戏中被显示出来的实体)
骨骼:用来标记实体的,因此不会在游戏中显示。同时,它作为一个骨架类型,含各种动画变形。
附着点:这种类型也类似于骨骼体,用来为游戏在模型单位身上附加一些特殊艺术的。具体参考后面的设置附着点部分。
碰撞物体:用来在游戏中为单位执行碰撞测试的类型
Skinning the Model
Connecting vertices is a straightforward way to set up equal bone weighting between
geometry pieces. Instead of having one geometry set influenced by many bones, the
Warcraft III Art Tools require that the individual pieces be chopped up into different
meshes in 3ds max. A leg can be made up of an upper leg and a lower leg. The vertices
around the knee on both the upper and lower leg meshes must line up at frame 0, and
both leg objects need to have the User Property – Connected flag checked. When they
animate in the 3ds max viewport, they will cause holes to appear, but when they are set
up correctly, the geometry will appear in the preview as welded together, causing the
knee vertices to get 50/50% between the two parent leg bones. Up to four bones can
influence one vertex.
为模型蒙皮
通过在不同的模型块之间建立点连接对于创建相应骨骼体式一个行之有效的办法。魔兽三art tool需要将每个模型按照动画需要分割成若干块,而不是(像3dsmax通用的角色动画方式那样)为整个物体设置庞大的骨架系统来制作动画。一条腿就被分为上下两个部分,而上下两部分靠近膝盖的那些点必须在第0祯就要对齐,两个部分都要在用户属性里标上“connected”(连接的)。当它们在3ds max的视窗中动画时,可能会有些上下交错之类的紊乱出现,那没关系,它们在预览器中将会显示很正常地连接在一起的,膝盖部的点会各有一半被融入上下两个部分了。最多可支持4块骨骼同时影响一个点。
ou99孽缘 title=
 楼主| 发表于 2010-12-13 17:56:02
Simple Unit Tutorial, step 6
基本模型教程,步骤六
Figure 13
Figure 14
It is time to cut the Simple Sphere Unit into three meshes. Using an Edit Mesh modifier
with polygon selecion, selec the top half of the polygons, including the top of the
mouth. Next, deach this selected region as a separate mesh named Head. Do the same for
the Jaw, as in figure 14. While we are at it, let's rename the sphere to Body.
Now these three geometry meshes can be linked totheir bone parents.
The bones need to be flagged as bones in the Utilities tabUser Property Editor.
Additionally we need to set the Connected flag for all three meshes from the User
Property Editor. To make sure everything works, we need to animate these bones. Go to
the sequence of time you have set for the attack animation (in my file it is frames 110
through 140) and animae the jaw closing about halfway through the sequence, then
opening again. I added a key at 5 frames in (frame 115) to close the mouth and a copy
of that key at 15 frames in. Make sure you add keys for the beginning and the end of
the sequence, and that key frame 0 still has the vertices lined up. Now use preview to
look at what you have done so far. If you switch to the attack animation by pressing
the “+” key a couple of times, the attack-biting animation will play once. To play it
again, press the “*” key. Here is the list of all preview commands.
With the death animation, we need thisunit to just disappear. In the track view, add a
visibility track to the root bone. Make sure it is an On/Off controller type. Add a key
to turn it off at the first 5 frames of the death sequence. (Figure 15) We will add a
paricle effect to this sequence in the next step.
Get creative and animate the stand animation however you like.
现在是时候将球体切割成3块了。使用一个网格编辑器并进入面编辑层级,选择球体的上半部分面,包括嘴巴的上部,将选择的面分离为一个单独的物体,并命名为“head”头部。同样地选择相应部位分离为“jaw”下巴。如图14所示。然后把球体剩下的部分重命名为“body”身体。现在把这三个部分链接到他们的父物体(也就是相应的骨骼)上。
骨骼物体必须在用户属性面板里标示为骨骼属性。同样,我们必须所有三块物体设置连接属性。为了确保没有问题,我们需要让骨骼动起来。到我们设置过的攻击动画的时间片断那里(在教程文件里是110祯到140祯)设置下巴向上闭合到中间然后张开。我在动画第五祯(即祯115)添加一个关键祯使嘴巴开始合上的动作,并拷贝那个祯到第15祯(即指动画占据10祯时间)。确保您在片段的开头和结尾设置了关键祯,并且在祯0中,模型的连接点处对齐了。
现在可以用预览器预览您的成果。在预览器中您可以通过点击小键盘的“+”键几次来切换到攻击动画。要重复播放的话按“*”键。对于单位的死亡动画,我们只希望它消失了。在动画轨迹编辑器里,为根骨骼添加一条“visibility”可见度轨迹。并为之选择“on/off”(开关控制类型)控制器。在死亡动画开始后的第五祯添加一个关键祯。如图15所示。在后面的部分我们将为这段动画添加一个例子效果。
对于站立动画您可以发挥想象力和创造力进行设置。
Figure 15
Warcraft III Particle System
Under the Create Toolbar – Particle Systems, you will find the BlizPart particle
object. This plug-in is a complete particle system and material editor in one.
The particle type is always four vertex quads. There are three key frames you can set
to determine the life of a particle: the initial Start, the Middle with user-placeable
timing, and the End just as the particle life has ended. Animating the textures can
then be done in the two segments: one from Start to Middle called lifespan, and the
other from Middle to End called decay.
The Warcraft III particle system uses a relative orientation. Thus, it behaves oddly if
you don’t do the following: always make these objects in the top viewport and animate
them into position, leaving them with 0,0,0 rotation at frame 0.
A gravity space warp is used to add gravity per emitter.
魔兽三粒子系统
在3ds max的创建面板中的例子系统子面板中,您可以找到“blizpart”粒子物体。这个插件是个完整的例子系统,并且包括材质选项。粒子类型永远是4边形面片。有三个关键祯可以让您设置以决定粒子的寿命:初始位置,中间用户可设定的时间和结束,也就是粒子消失。贴图动画可以在两部分中产生:一个是从开始到中间被称为粒子衍生阶段,另一个就是从中见到结束被称为粒子衰亡阶段。
魔兽三粒子系统采用相对方向。因此您如果不照如下这么做的话可能会出现很奇怪的现象:总是在顶视图中创建它们并对位移制作动画,对于旋转则是在第0祯保持为(0,0,0)。每个粒子发生器都需要链接一个重力空间扭曲。
BlizParticle options
Count – Has no effect.
Speed – Initial velocity of created particles. Can be animated.
Variation % – Random variation % of speed.
Cone Angle – Angle of random spray pattern from center. A value of 180 will cause
particles to emit in a 360-degree ball.
Timing options
Life – Number of seconds each particle continues to be drawn after its creation.
Parts/Sec – Number of particles created per second. Can be animated.
Squirt – When the Squirt option is checked and an animated stepped Bezier controller
is used on parts/sec, a large number of particles will emit simultaneously on the
parts/sec keys in the amount of the key value. This is good for explosion effects.
Width and Length – Width and length of the emitter plane where particles are created
randomly from its surface area.
Line Emitter – Cause the cone spray pattern to lock to one axis.
Texure options t
Blend, Add, Modulate, Mod 2X, and Alpha Key - Identical to the options in the Warcraft
III material. Alpha Key is also known as 2 Bit Alpha.
Texture Filename – The .TGA texture being used for the particles.
Rows and Cols – If the particle is using sections of the texture at a time, you can
use these options to set the number of rows and columns in a texture. Animating texture
particles can be made to have frames all on one texture map that start at the top left
and go to the right.
Unshaded – The particles do not use lighting and are always full bright.
Unfogged – Particles ignore distance fog.
Replaceable texture – Can be set to team glow to create procedurally colored glowing
particles for a unit.
Particle options
Head – The particle is a billboarded square quad.
Tail – A tail particle is billboarded along the axis of motion and stretches in length
based on speed.
Both – Draws both heads and tails.
Tail Length – A multiplier to the calculated tail particle length.
Time (parametric) Middle – The relative time of the middle key to the life.
Color, Start/Middle/End – Three values of RGB Multiply for the particle.
Alpha, Start/Middle/End – Three alpha values for the particle. Zero is transparent.
Scale, Start/Middle/End – Scale of the particle in units across.
Lifespan Head UV Anim – Starting and ending cell number for animating texture sequence
of the first half of the Head particle’s life. Repeat will cause this animating
texture to cycle.
Decay Head UV Anim - Starting and ending cell number for animating texture sequence of
the second half of the Head particle’s life. Repeat will cause this animating texture
to cycle.
Lifespan Tail UV Anim - Starting and ending cell number for animating texture sequence
of the first half of the Tail particle’s life. Repeat will cause this animating
texture to cycle.
Decay Tail UV Anim - Starting and ending cell number for animating texture sequence of
the second half of the Tail particle’s life. Repeat will cause this animating texture
to cycle.
Other options
Priority Plane – When you are using blend mode, the Priority Plane option can cause
particles to draw in a specific order with other blend objects in the same model. The
lower the number, the earlier the particles will draw.
Particles in Model Space – Causes animation of the particle emitter to be carried over
to the particles.
XY Quads – Causes the particles to be a type of tail that orients to the XY grid.
Figure 16
粒子系统选项
数量:无效的
速度:粒子的初始速度,可以生成动画
百分比变化率:粒子速度的变化率(百分比)
锥角:粒子从中心喷射出来的角度,设为180将会是像360度球体一样往四面八方喷射。
时间选项
生命:每个粒子创建出来存活(游戏中显示)的时间
每秒数量:每秒钟产生的粒子数量,可以动画
喷流:当打开这个选项,并为每秒数量添加了一个梯级的“bezier”动画控制器时,将会以关键祯里的数字同时喷出大量粒子,这用来创建爆炸效果很好。
长宽:用来定义粒子随即喷出的发生器表面的长和宽。
直线喷射:限制粒子向一个轴向喷射。
材质选项
混合,叠加,中和,两倍中和以及透明度:与材质插件里的混合模式相对应,透明度相当于2色通道
贴图名字:用于粒子的tga贴图的名字
行列数:如果一次只使用贴图里的某一部分,那么可以通过这个选项来设置贴图里的行数和列数。一个粒子的动画可以通过一祯祯从单张贴图德左上角到右下角自动读取。
未着色的:粒子将不使用灯光而永远是白色的自发光效果
无雾化的:粒子将不会使用迷雾效果
可置换贴图:可以为单位自动生成队伍发光效果。
粒子选项
头部:粒子是布告板式物体
尾巴:尾巴粒子就是沿着动画轨迹根据速度拉长的布告板式物体
都有的:包含头部粒子和尾巴粒子
尾巴长度:计算尾巴粒子长度的系数
中点时间:粒子寿命中间祯的相对时间
色彩(开始,中间,结束):粒子的rgb色彩值
透明度(开始,中间,结束):粒子的透明度值,0为完全透明
尺寸(开始,中间,结束):粒子的单位尺寸
头部粒子衍生贴图行列数:头部粒子衍生阶段在贴图中的起始和结束行列代号,选择重复将使贴图循环。
头部粒子衰亡贴图行列数:头部粒子衰亡阶段在贴图中的起始和结束行列代号,选择重复将使贴图循环。
尾部粒子衍生贴图行列数:尾部粒子衍生阶段在贴图中的起始和结束行列代号,选择重复将使贴图循环。
尾部粒子衰亡贴图行列数:尾部粒子衰亡阶段在贴图中的起始和结束行列代号,选择重复将使贴图循环。
优先权平面:当使用混合模式时,勾选该选项能使粒子和其他混合式物体一起随模型被绘制。数字越低,粒子将越会被优先绘制。
粒子处于模型空间:使用该选项,粒子发生器的动画将会传递给粒子。
xy面片:使粒子成为尾巴型并朝向xy平面。
ou99孽缘 title=
 楼主| 发表于 2010-12-13 17:56:18
Simple Unit Tutorial, step 7
基本模型教程,步骤七

Figure 17
Figure 18
Figure 19
Figure 20
Our Sphere Unit just disappears in the death animation. I think we should make the unit explode by adding a squirt paricle that will have animating smoke. We will be using a texture that has animating frames in rows and columns. You can either make one yourself or use the supplied texture CartoonSmoke.tga. The texture should be 128x128 with an alpha channel like the image in figures 17 & 18.
Select a BlizParticle from the Create/Particle System panel. From the top viewport, make a particle in the middle of our model. We will need to set up a few things in the Modify panel with the particle selected. Set the Cone Angle to 45. With Texture Options, select Blendand pick your texture. I will be using CartoonSmoke.tga. This texture has 4 rows and columns, so set Rowsto 4 and Cols to 4 Set the scaleto 50, 75, and 100 for Start, Middle, and End. Since the texture has multiple frames done with rows and columns, we need to set the Lifespan Head UV Anim to 0, 7 1 for Start, End and Repeat. The Decay HeadUV Anim should be set to 8, 15, 1 The UV cell numbers refer to the location on the texture, starting with zero at the top left and going to the right.
If you preview your work now, the particles will continually be emitting. We need to make them appear in a poof when the unit dies. The easy way to do this is to put a visibility track on the particle emitter with an On/Off controller and make it visible for a few frames of the death animation. Now you’re ready to start changing things to fine-tune the effect. I changed the variation % to 90, and that made the animation look pretty cool. It’s time for you to experiment.
在死亡动画中,我们的球状单位只是单纯地消失了。我想应该添加一个冒烟的粒子喷射为单位创造出爆炸效果。我们将使用一张在纵横向上有动态祯的贴图。您既可以自己创建一张,也可以使用这张现成的cartoonSmoke.tga贴图。贴图必须是128*128像素,带有透明通道,如图17,18所示。
在创建面板的粒子系统子面板中选取BlizParticle,在顶视图中位于模型的中间创建一个粒子。我们必须在选取该粒子的时候设置一些修改面板中关于粒子的参数。设置锥角为45,在贴图参数里,选择混合模式和加入贴图。我这里将使用这张CartoonSmoke.tga。这张贴图有4行4列,因此在行列数里分别设置为4,设置粒子的开始、中间和结束的尺寸为50、75和100。既然贴图有行列相应的多祯(共4*4=16祯),我们也需要为为头部粒子衍生贴图行列数设置为:0开始,7结束,1重复;头部粒子衰亡贴图行列数设置为:8开始,15结束,1重复。贴图单元数对应于贴图上的坐标位置,从0开始,自左上角依次轮到右下角。
如果您现在预览模型,粒子将会一直处于发射状态。我们应该让它当单位死亡的时候“噗”地出现。当然这对我们来说已经很简单了,为粒子添加一条可见度轨迹,使用开关控制器,然后在死亡动画开始的几祯后设置一个关键祯就可以了。现在您需要做的是通过调整参数来微调粒子效果。我只是改变了百分比变化率到90,那就使动画看上去很酷了。当然,是时候您自己来做试验了。
Ribbon Helpers
In the Warcraft III, many of the missile weapons and spells use a BlizRibbon helper. This object can be found under the Create\Helper tabs. A ribbon is simply a line that dumps out a sheet of quads wherever it moves. If it never moves, it can’t be seen, despite the fact that it is creating quads.
软体帮助物
在魔兽三里,许多箭矢类武器和魔法使用了BlizRibbon帮助体。这东西在创建面板的帮助物体子面板中能找到。软体简单的来说就是一条线,当他向某个方向倾斜时会拉出一张面片。虽然事实上它能创造出面片,但当它没有移动时,它根本不会出现在您的视线中(指游戏里)。
Ribbon helper options
Above and Below – These fields define the width of a ribbon in units based on their offset from the origin.
Edges/Sec – The number of quads generated.
Edge Life – Time in seconds that the quads stay around after being generated.
Gravity – Can be positive or negative. Will cause the ribbon to sink or rise in the z axis over time.
Texture Rows and Cols – Allows an animating texture similar to BlizParticle. Set the number of rows and columns equal to the texture.
Texture Slot – Pick the index number of rows and columns, and animate this number to get a cycle.
Vertex Color – An RGB multiple for the material.
Vertex Alpha – A fixed alpha value for the material.
Material – Use this to assign a Warcraft III material in the Material Editor to the Ribbon Object. It pulls from the material the diffuse texture, blend mode, and many other texture properties.
软体帮助物选项
上部和下部:这个区域根据离模型中心坐标定义单位中软体的宽度。
边数(秒):生成的面骗数
边生命值:面片产生后停留的秒数
重力:可以为正值也可以为负值,能导致软体沿z轴沉浮(重力效果)
贴图行列:允许像BlizParticl一样的动画贴图。根据贴图设置行列数
贴图槽:选取行列数的数值,动画这些数值将产生循环
顶点色:材质的rgb倍数
顶点透明:材质的一个固定透明值
材质:钩选的时候将赋予软体一个魔兽三材质。它将从材质的色彩贴图,混合模式以及其他一些参数中提取属性。
Setting up Attachment Points
To get spell effects in the game, units and buildings have attachment objects with specific names linked to the skeleton. These objects are boxes with the User Property – Attachment Point flagged. They don’t render and don’t need materials. They should not have any animation on their own.
***There is a full list of attachment names in Appendix B.
建立附着点
为了在游戏中获得特殊效果,单位和建筑物往往都有一些连接在骨骼上的有相关名字的附着点物体。这些物体通常是些小方盒体,并在用户属性中被标明为:附着点性物体。它们不会被游戏绘制出来,也不需要材质。它们本身也不需要任何动画。
在附录B中给出了完整的附着点列表。
Event Objects
Certain visual and sound effects are triggered in the animation by event objects. These events can trigger splats and sounds, or they can spawn objects that are in the Warcraft III game. A spawned object is a point helper object with a specific name and a note track with keys. The keys need no info. The name of the point helper is an eight-digit code which the game looks up from one of three SLKs, then plays the appropriate sound or art. In the case of a Human Footman's right footprint, for instance, the point helper attachment would be named FPTxFBR1.
***“x” represents any single character to make the object’s name unique.
***“yyyy” represents the four-character event object code listed in the Appendices.
事件物体
很多特定的视觉和听觉效果是在动画中被事件物体触发出来的。这些事件能触发诸如撞击地面,特殊音效,甚至在游戏中衍生物体的效果。衍生物体就是一个点帮助物体,带有一个特殊的名字和一个带有关键祯的注释轨迹,这些祯不需要任何信息。点帮助体的名字是个八字符的代码,游戏将会在3个slk文件之一搜寻这个名字,然后播放相应的声音或艺术效果。比如一个人族步兵的右脚印,该事件的点帮助体名字应该是FPTxFBR1。
x代表任何一个单位的名字(以区别该帮助体的名字)
yyyy代表4字符的事件代码,在附录中有完整的列表。
Optimizing the Model
Warcraft III has a model detail setting in the options. This setting chooses between differing polygon count models that shipped with the game. User-created units can only add one polycount version. Here are guidelines that are Blizzard approved for High detail.
***Geoset counts are for walk and stand animations. Effects like death can be higher.
优化模型
魔兽三有一个关于模型细节的设置选项。这个设置会自动选择游戏内置模型的不同面片数目的版本。但用户自定义的模型则只能为它添加一个面数版本。下面是一些暴雪认可的关于模型高细节化的指导。
几何物体组的(面片)数目用于行走和站立动画。例如死亡等特效可以拥有较高的面片数
ou99孽缘 title=
 楼主| 发表于 2010-12-13 17:56:36
Simple Unit Tutorial, step 8 .
基本模型教程,步骤八
Exporting the Model From 3ds max
After you’ve previewed your model, optimized it, and debugged it, you can export it for use in the game. Make sure to save your work first.
Choose File->Export from the list. You will see the “Select File to Export” dialog. Choose “Warcraft III Model” from the “Save as type” combo selector. If you do not choose a file extension for your model, it will be exported in binary format with the file extension .MDX. Otherwise, if you enter a filename that ends in .MDL, the model will be exported in text format. You should not use the text format except for debugging purposes. After you enter the filename and click “Save”, the Warcraft III Art Tools will convert the model data into the correct format. If there are problems with the model, you will be presented with warnings for the model. If there are errors that would prevent the model from working, you will receive an error message, and the export will not continue. After the data are processed, the model file is saved, and all of the textures used by the model are converted to “blip” format (.BLP file extension) and saved in the same directory as the model. The model is now ready to use in the game.
Figure 23
从3ds max中导出模型
当您预览好模型,优化,测试过模型,您就可以把它导出到游戏中使用了。首先请确保保存过文件了。
选择菜单-导出,在下拉式菜单中选择导出类型为“Warcraft III Model”。如果您没有选择文件后缀,程序将会自动导出为带有“.mdx”后缀的二进制格式。而如果您输入后缀名为“.mdl”模型将会被导出为类文本格式。除非出于调试模型的目的,请不要将模型导出为这种类文本格式。当您输入好名字,选择好导出格式,点击了“save”按钮,Warcraft III Art Tools将会将模型数据转换为游戏专有格式。如果模型有问题,您将会看到一些警告提示。如果模型有一些导致不能正常运行的关键性错误,您将收到错误信息,导出将不能继续。反之当模型数据转换成功,文件写入完毕,所有模型使用到的贴图将会被自动转为“blip”(.blp)格式并被存放到模型目录。现在模型可以在游戏中被使用了。
Importing the Model into a Map Using WorldEdit
Once the model and textures have been exported to files on disk, they can be imported for use in maps or campaigns via the Warcraft III World Editor, which comes with the game. This is done using the Import Manager module (Module>Import Manager) for maps, or the Imported Files tab within the Campaign Editor module (Module->Campaign Editor) for campaigns. Note that you must have The Frozen Throne expansion pack to access the Import Manager and Campaign Editor modules.
用WorldEditor导入模型到地图中
当模型和贴图被导出并写入硬盘后,他们就能通过魔兽自带的编辑器(WE)导入到自定义地图或战役中使用了。导入通过输入管理器模块(菜单模块-输入管理器)实现导入到地图,或者在战役管理器模块(模块-战役编辑器)的导入文件栏实现导入到战役中。注意您必须有冰峰王座扩展包(war3x.mpq)才能保证能使用输入管理器和战役编辑器模块。
Import the model and textures files by using the File->Import File(s) command in the Import Manager (Edit->Import File(s) in the Campaign Editor), and selecting the file or folder to import. Once the import is complete, you will need to adjust the path of the texture files to match the way they are referenced from within the model file. By default, all files are imported to the war3mapImported directory for map files, or war3campImported for campaign files. This can be changed by modifying the properties of the imported file via Edi->Modify File Properties, or simply double-clicking the file in the list. In the resulting Imported File Properties dialog, check the box titled Use custom path and enter the path to the texture file as it is referenced from within the model file. This often means simply deleting the extraneous war3mapImported or war3campImported directory name from the path.
After you import the model and texture files, we recommend that you save your map or campaign, then close and reload it. This will ensure that the editor has loaded your new model and textures and will display them properly when they are subsequently used.
You can then select your model file from the Import menu in any model selection dialog. This dialog is used when modifying model fields in the Object Editor (such as Art – Model File for units), as well as parameters for certain trigger functions in the Trigger Editor (such as the Special Effect actions).
导入模型和贴图在输入管理器中使用文件-导入文件命令(或者在战役管理器中通过菜单编辑-导入文件),然后选择您想要导入的文件或文件夹。当文件导入成功,您需要修正贴图文件的路径以确保它们相应于模型文件的位置。默认地,地图导入文件都被放在war3mapImported目录下面,战役导入文件都被放在war3campImported目录。通过菜单编辑-修改文件属性,或者在列表中的文件上双击来修改路径。在弹出来的导入文件属性面板中钩选“use custom path”使用自定义路径,并手动输入(主要是指贴图)文件相对应于模型的路径。通常地我们只需要在路径中删除外部目录名war3mapImported或者war3campImported。
导入模型和贴图文件后,我们建议您保存您的地图或者战役,关闭并重新启动编辑器。再次载入地图(或战役)后将能保证编辑器能够正确加载您的模型和贴图并在随后的使用中能够正确的被预览和显示出来。
现在您就可以在任何一个模型选择对话框(比如单位的art-model file)中选择导入的模型了。同样在某些触发器功能参数中也可以选择(比如一些特效动作)。
Optional: Creating Model Portraits
Units can have a separate model for a portrait. This new art model will have the suffix “_Portrait.mdx”. Example: Footman.mdx and Footman_Portait.mdx. A portrait needs a target camera in the model.
可选的:创建肖像模型
单位模型通常可以包括一个单独的肖像模型。这个特殊用途的模型必须包括“_Portrait.mdx”这样的后缀名。例如:Footman.mdx and Footman_Portait.mdx就是步兵模型和其对应的肖像模型。肖像模型需要在模型中包括一个目标摄像机(3ds max中创建的)。
Doodads and Destructibles
Warcraft III can have multiple MDX files as variations of the same type of tree, and this multi-file approach works for any destructible or doodad. Up to 10 variations can be made by adding a one-digit number suffix starting with 0 (i.e., newtree0.mdx, newtree1.mdx, etc.).
Trees are set up as Simple Destructible objects so they can draw many on screen very quickly. For each tree the game will read three different MDX files: one with the standing tree and no animation, one with the dead version with no animation, and one version with all of its animation. These files will be named by adding an S for stand and a D for dead. When the letters are added, the above variation names will therefore become newtree0S.mdx, newtree0D.mdx, newtree0.mdx.
地形装饰物和可破坏的
魔兽三里同样的一种树可以有多个mdx模型文件作为变化,这种多文件(实现多样化)的方法对于任何地形装饰物和可破坏的都有效。最多可达10种变化通过在每一个mdx模型文件名字后面添加一个字符后缀,比如:newtree0.mdx, newtree1.mdx,等等。
树是一种简单的可装饰物,必须能够在屏幕上快速地被大量绘制。游戏必须为每棵树读取3个不同的mdx文件,一个是站立的没有动画的文件,一个是包括死亡但没有动画的文件,而另外一个是包括所有动画的文件。站立的树的模型文件必须在名字后面添加字符S,死亡的树的模型文件必须在名字后面添加字符D,这样一来,这三种不同模型的名字应该例如:newtree0S.mdx, newtree0D.mdx, newtree0.mdx。
ou99孽缘 title=
 楼主| 发表于 2010-12-13 17:57:06
还有魔兽三预览工具的使用参考
Using Warcraft III Preview
The Warcraft III Previewer enables you to see a very close representation of what the model will look like in the game. You can select the Warcraft III Previewer from the Utilities rollout panel in 3ds max. The Warcraft III Previewer has its own rollout, with many options.
The first button on the rollout is the “Preview Model” button. This is the most frequently used selection on the rollout panel. Pressing “Preview Model” causes an external window to open that emulates what the model will look like in Warcraft III. The other options on the rollout affect what the preview window looks like.
使用魔兽三预览工具
魔兽三预览工具是您能够在3ds max中以非常接近游戏显示的效果来预览您的模型。您可以在3ds max的Utilities实用工具面板中打开魔兽三预览工具(Warcraft III Preview),它有着自己的卷展栏和一些选项。
卷展览中的第一个按钮就是“Preview Model”(预览模型),它是这个卷展栏里使用率最高的按钮。按下这个按钮将打开一个外部窗口,显示模型在游戏中的拟效,卷展栏中的其他选项将影响这个预览窗口的外观和模型显示效果。
Warcraft III Preview options
Interface: You can use either OpenGL or Direct3D to view the model preview.
Show Vertex Normals: If this box is checked, small lines will be projected perpendicular to the surface. The normals will be shown at the vertices. If a vertex belongs to multiple faces, you will see multiple normals at the vertex, one for each face that the vertex belongs to.
魔兽三预览工具选项
界面:你可以选择使用OpenGL技术或者Direct3D技术显示模型。
显示点法线:钩选后将会显示与表面成正投关系的小线条(法线)。法线将会被显示在点上。如果某个点属于多个面,您将在点上看到多条法线,每条法线对应这个点所属的面。
Compute Bounds: If this box is checked, the Previewer will compute bounding information for the model. This takes extra time, especially on complicated models with multiple animation sequences. Note that the bounds are automatically calculated when the model is exported. You can view the bounds using the “B” command key in the Previewer. See Preview Commands for more information.
计算边界:钩选这个选项后,预览工具将会计算模型的边界信息。尤其对于那种包含多个动画片断的复杂模型,这将需要额外的计算时间。注意模型边界在模型被导出时将会被自动计算出来。您可以在预览器中用“b”功能键预览边界信息。
Light Color: Use the spinner controls to select RGB light values. Each component must be in the range 0.0 to 1.0.
Light Intensity: You can use the spinner controls to set different values for ambient and directional lights, and the falloff parameter for the directional light. The ambient and directional values must be in the range of 0.0 to 1.0. The falloff parameter is divided by 100000 and used as the quadratic lighting falloff parameter.
Fog Color: Use the spinner to set the RGB value for the fog color.
Fog Distance: This is the distance at which the fog value will be 100%, in world units.
Background Color: Use the spinners to set the RGB for the background color of the display window.
Field of View: This value represents the camera in-game field of view, in degrees. The default value is very similar to what Warcraft III uses in the game.
灯光色彩:通过微调控制选择灯光的RGB色彩值,每个部分的值在0到1之间。
灯光强度:您可以通过微调控制环境灯光和方向灯光的强度值,以及方向灯光的衰减参数。两种灯光的强度值在0到1之间,衰减参数使用按100000等分的二次方程式进行灯光衰减。
迷雾色彩:设置雾的RGB色彩值
迷雾深度:这个值设置迷雾为100%时的距离,该参数使用默认尺寸单位。
背景色彩:设置显示窗口中背景色彩的RGB值
视域(景深):这个值代表游戏镜头的视角,使用角度值。默认值是接近魔兽三游戏中的视角。
Camera View Snap: These values set the default camera position when the preview window opens. They are not generally changed from the default values.
Multiple Object Options: You can set the value of Copies and Grid Spacing to preview multiple copies of the model at one time. This is frequently useful for performance testing; in these cases it’s not uncommon to preview 100 copies at once. If you enter a fractional value for Copies, it will be truncated to an integer value. The grid spacing is the number of world units between each copy; you may need to set this to a larger value for larger units.
Figure 22
锁定摄像机视角:当预览窗口打开时设置默认的摄像机位置,这个值通常应该保留默认。
多物体选项:设置这个值确定同时显示模型的多个拷贝数和网格间距。这个选项在执行测试的时候非常有用。当然同时预览100个模型拷贝是不正常的。如果您为拷贝数输入小数值,它将会被自动剪除为整数。网格间距是指不同拷贝之间的世界距离(默认尺寸),对于较大的模型您必须为这个选项设置较大的值。
Anim Quality: These settings represent the same settings as the Warcraft III in-game animation quality settings. You can use these buttons to preview what your animations will look like in different quality settings in the game. High quality is the default; no processing is done to the animation. Medium quality has all TCB controllers turned into linear controller. Low quality has all TCB controllers turned into linear controller and no motion blending applied.
Background Model: You can specify the filename of another MDL or MDX that will be shown at the origin during your model preview. This can be useful for testing relative scale of a model.
Restore Defaults: Resets all of these fields to their default installation values.
动画质量:这个参数代表着魔兽三游戏中同样的动画质量参数。您可以使用这些按钮来像游戏中一样预览模型的不同质量等级的动画。默认是高品质,对动画无额外修正,中等品质将会把所有的TCB动画控制器转化为线性控制器,低品质将会把所有的TCB动画控制器转化为线性控制器并且无动画混合。
背景模型:您可以选择另外一个MDX/MDL模型以显示在场景中心,这当您需要测试模型的相对尺寸时非常有用。
重置默认值:重置所有以上参数为默认值。
Warcraft III Preview Commands
These keyboard commands are available when the Previewer is open:
预览器操作功能键
以下键盘操作键在打开预览窗口后有效:
Left Mouse + Drag: Orbit the camera around the model.
鼠标左键+拖动:旋转(指向模型的)摄像机
Right Mouse + Drag: Zoom in or zoom out the camera.
鼠标右键+拖动:推拉摄像机(缩放视角)
Control + Left Mouse + Drag: Orbit the light direction around the model.
Control+鼠标左键+拖动:旋转(指向模型的方向性)灯光
Left and Right Arrow: Strafe the camera left or right.
键盘左右方向键:向左(右)扫动摄像机
Up and Down Arrow: Strafe camera up or down.
键盘上下方向键:向上(下)扫动摄像机
Space bar: Pause/Resume animation.
空格键:暂停(继续)动画
Page Down: Advance animation one frame.
Page Down:向前播放一祯
Page Up: Reverse animation one frame (NB: Particle systems DO NOT run in reverse).
Page Up:向后播放一祯(注意:粒子动画将不能反向播放)
Home: Resets current sequence timing.
Home:重置当前动画片断时间
L: Toggle lighting.
L:打开(关闭)灯光
X: Toggle graph display.
X:打开(关闭)图形显示
Keypad +: Next sequence.
小键盘+:下一片段
Keypad -: Previous sequence.
小键盘-:前一片段
Keypad *: Reset this sequence to the beginning.
小键盘*:重置片断到开始位置
P: Toggle text displays.
P:打开(关闭)文字显示
F: Toggle fog.
F:打开(关闭)迷雾
F1: Slow down time scale.
F1:缩小时间尺寸(慢放)
F2: Speed up time scale.
F2:增加时间尺寸(快放)
F3: Reset time scale to normal time.
F3:重置时间尺寸(正常播放)
M: Toggle display of mipmap levels.
M:打开(关闭)显示纹理映射层级
B: Cycle through bounding volume displays: sphere, box, none.
B:切换边界体积显示:球体,方盒体,无
V: Reset view to default position.
V:重设视角为默认值
C: Toggle between default camera and scene camera, if one exists.
C:从默认摄像机和场景摄像机(如果有的话)中切换
Q: Toggle look-at. If you have a bone named “bone_head”, it will look at the light position. Otherwise, the first bone will look at that position.
Q:打开(关闭)视线跟踪。如果模型中有一个“Bone_head”头部骨骼,它将会始终面对着灯光位置,反之第一个骨骼(应该指根骨骼)将会始终面对该位置。
A: Add the current sequence to the queue of sequences to playback.
A:添加当前片断到要循环播放的片断序列中
G: Clear all sequences from the queue of sequences to playback.
G:清除片断序列中的所有片断
S: Toggle playback of all sequences in the queue of sequences.
S:打开(关闭)循环播放片断序列
1: Decrease vertex alpha.
1:降低顶点透明度
2: Increase vertex alpha.
2:提高顶点透明度
3: Decrease animation blend time.
3:降低动画混合时间
4: Increase animation blend time.
4:增加动画混合时间
0: Toggle vertex color between white and red.
0:切换顶点色彩为白色或者红色
6: Toggle display of collision geometry.
6:打开(关闭)显示碰撞测试体
9: Toggle display of unselectable geometry.
9:打开(关闭)显示不可选择的物体
F8: Cycle through particle levels of detail (high, medium, low). This affects the number of particles that the system can emit (100%, 65%, 30%).
F8:切换粒子细节的等级(高,中,低),这将会影响程序能发射出的粒子数目(100%,65%,30%)
F9: Cycle through the light levels of detail. The affects the maximum number of lights in the scene (Hardware-limited, 4, or 1).
F9:切换灯光细节等级。这将会影响场景中灯光的最大数目(硬件限制,4或者1)
[ : Select the previous replaceable texture for this category.
[:在当前范围选择前一个可替换贴图
] : Select the next replaceable texture for this category.
]:在当前范围选择后一个可替换贴图
Ctrl + [ : Select the previous replaceable texture category.
CTRL+[:选择前一个可替换贴图组
Ctrl + ] : Select the next replaceable texture category.
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