从3DS MAX导出模型到QUEST3D
Overview
The exporter plug-in exports a scene from 3D Studio MAX? directly to Quest3D's file format
(.CGR file).
Main exporter features:
· Hierarchy export
· Animation support
· Alpha blending support
· Multi map support
· Smoothing group support
· Vertex color
· Supported materials
Requirements
· 3D Studio MAX? 8 with ServicePack 3 or 3D Studio MAX? 9
· Quest3D v3.6
Export instructions
Standard export
To export a scene to Quest3D, select from the main menu: File > Export or File > Export
selected. Then change the export format to "Quest3D file exporter (*.CGR)" using the "Save
as" drop-down list, then click the "Save" button.

On the exporter options window set export options and press button "Export!".
Select "Flatten hierarhy" if you want to export scene as one object.
Select "Export animation" if you want to export animation.
Select "Use vertex color" option to export vertex color.
Select "Fast channel graf" option to export CGR file as small as possible (without unnecessary
channels like vectors of values). It increases rendering performance.

During exporting, current status of process is visible on the status bar.
Export from MAXScript
To export Quest3D CGR file from MAXScript use command:
exportFile fileName [#noPrompt selectedOnly:true]
where:
· fileName - CGR file name
· #noPrompt - "Don't show exporter dialogs" flag
· selectedOnly:true - Export selected flag
Example: exportFile "c:/test/myscene.cgr" #noPrompt selectedOnly:false
Supported materials
Standard material
3D Studio Max(before export) Quest3D (after export)
Diffuse color Diffuse color
Self illumination Emissive color
Specular highlights Specular color + Specular power
Diffuse map Texture Stage 1
Opacity value Exported as "Alpha Value" transparency
Opacity map If opacity map slot contains the same texture as diffuse map
then surface is exported as "Texture Alpha Image"
Transparency. Map Amount factor is supported as texture
factor.
Shell Material
From Shell Material the Quest3D exporter exports material from "Original" slot. With all
parameters like colors, textures etc
Diffuse Map from "Baked" material slot exported is as second stage (with own UV set, and
correct color blending settings).

Wire-material (without material)
In 3D Studio Max, before you assign first material to an object, it already has artificial "Wire
material". This material contains random diffuse color. This material is exported to Quest3D
as normal material with correct color.
Multi/Sub-Object
Sub-materials from "Multi/Sub-Object Material" are exported to Quest3D as separated
materials.
Quest3D Material
The Quest3D material is a dedicated material with a user interface and options very similar to
the Quest3D object section. Rollouts names and meanings are analogous to the tabs in
Quest3D. By using this material, models in the 3DsMax viewport look exactly as they will in
Quest3D.
Retrieved from "http://www.quest3d.nl/wiki/index.php?title=Exporting:Documentation"
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