如果我的网格在 电影4d, ,我该如何导出 三人 3D JS引擎?

另外,出口材料将很方便 颜色 为了 多边形选择.

有帮助吗?

解决方案

为此,刚刚为Cinema4D编写了另一个Python脚本。

您可以找到有关 干扰媒体博客维基.

DeltaInc Bot

Dodecahedrons

作为参考,我也在这里列出来源:

'''
author : "George Profenza"
url    : ("disturb", "disturbmedia.com/blog","My blog, http://tomaterial.blogspot.com")

Export meshes the three.js 3D Engine by mr.doob's et al.

More details on the engine here:
https://github.com/mrdoob/three.js

Currently supports UVs. If the model doesn't display correctly
you might need to reverse some normals/do some cleanup.
Also, if you use Selection Tags and basic ColorMaterials, 
the colours will be picked up as face colors. Call autoColor() on the
model you use for this.
The mesh transformations(position, rotation, scale) are saved
and you can get them using: getPosition(), getRotation() and getScale()
each returning a THREE.Vector3

In short
var myGeom = new myC4DGeom();
var myModel = new THREE.Mesh( myGeom, new THREE.MeshFaceMaterial());
//set transforms
model.position = myGeom.getPosition()
model.rotation = myGeom.getRotation()
model.scale    = myGeom.getScale()
//set selection tags colours
myGeom.autoColor()

More details on this exporter and more js examples here:
https://github.com/orgicus/three.js

Have fun!

This script requires Cinema 4D R11.5 minimum and the Py4D Plugin:
http://www.py4d.com/get-py4d/
'''

import c4d
from c4d import documents,UVWTag,storage
from c4d.utils import *
from c4d import symbols as sy, plugins, utils, bitmaps, gui
import math
import re

# utils
clean = lambda varStr: re.sub('\W|^(?=\d)','_', varStr)
# from Active State's Python recipies: http://code.activestate.com/recipes/266466-html-colors-tofrom-rgb-tuples/
def RGBToHTMLColor(rgb_tuple):
    return '0x%02x%02x%02x' % rgb_tuple
def Export():
    if not op: return
    if op.GetType() != 5100:
            print 'Selected Object is not an editable mesh'
            return
    unit = 0.001#for scale
    fps   = doc.GetFps()
    bd = doc.GetRenderBaseDraw()
    scr = bd.GetFrameScreen()
    rd = doc.GetActiveRenderData()
    name  = op.GetName()
    classname = clean(name)

    c4dPath = c4d.storage.GeGetC4DPath(sy.C4D_PATH_LIBRARY)
    jsFile = open(c4dPath+'/scripts/Three.js','r')
    js = jsFile.read()
    htmlFile = open(c4dPath+'/scripts/template.html','r')
    html = htmlFile.read()
    html = html.replace('%s',classname)
    code  = 'var %s = function () {\n\n\tvar scope = this;\n\n\tTHREE.Geometry.call(this);\n\n' % classname

    def GetMesh(code):
        # goto 0
        doc.SetTime(c4d.BaseTime(0, fps))
        c4d.DrawViews( c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_REDUCTION|c4d.DA_STATICBREAK )
        c4d.GeSyncMessage(c4d.EVMSG_TIMECHANGED)
        doc.SetTime(doc.GetTime())
        c4d.EventAdd(c4d.EVENT_ANIMATE)
        SendModelingCommand(command = MCOMMAND_REVERSENORMALS, list = [op], mode = MODIFY_ALL, bc = c4d.BaseContainer(), doc = doc)

        verts = op.GetPointAll()
        for v in verts:
            code += '\tv( %.6f, %.6f, %.6f );\n' % (v.x, -v.y, v.z)
        code += '\n'
        ncount = 0
        uvcount = 0
        faces = op.GetAllPolygons()
        normals = op.CreatePhongNormals()
        ndirection = 1
        hasUV = False
        for tag in op.GetTags():
            if tag.GetName() == "UVW":
                uvw = tag
                hasUV = True
        for f in faces:
            if(f.d == f.c):
                if(normals):
                    code += '\tf3( %d, %d, %d, %.6f, %.6f, %.6f );\n' % (f.a, f.b, f.c, normals[ncount].x*ndirection, normals[ncount].y*ndirection, normals[ncount].z*ndirection)
                else:
                    code += '\tf3( %d, %d, %d );\n' % (f.a, f.b, f.c)
            else:
                if(normals):
                    code += '\tf4( %d, %d, %d, %d, %.6f, %.6f, %.6f );\n' % (f.a, f.b, f.c, f.d, normals[ncount].x*ndirection, normals[ncount].y*ndirection, normals[ncount].z*ndirection)
                else:
                    code += '\tf4( %d, %d, %d, %d );\n' % (f.a, f.b, f.c, f.d)
            if hasUV:
                uv = uvw.Get(uvcount);
                # uvs  += '[Vector('+str(uv[0].x)+','+str(1.0-uv[0].y)+'),Vector('+str(uv[1].x)+','+str(1.0-uv[1].y)+'),Vector('+str(uv[2].x)+','+str(1.0-uv[2].y)+')],'
                if len(uv) == 4:
                    code += '\tuv( %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f);\n' % (uv[0].x, uv[0].y, uv[1].x, uv[1].y, uv[2].x, uv[2].y, uv[3].x, uv[3].y)
                else:
                    code += '\tuv( %.6f, %.6f, %.6f, %.6f, %.6f, %.6f);\n' % (uv[0].x, uv[0].y, uv[1].x, uv[1].y, uv[2].x, uv[2].y)
                ncount += 1
                uvcount += 1

        #selection color
        code +='\n\tscope.colors = {};\n'
        code +='\tscope.selections = {};\n'
        selName = ''
        for tag in op.GetTags():  
            if(tag.GetType() == 5616): #texture tag
               material = tag.GetMaterial()
               color = material[sy.MATERIAL_COLOR_COLOR]
               tag.SetBit(c4d.BIT_ACTIVE)
               selName = clean(tag[sy.TEXTURETAG_RESTRICTION])
               if len(selName) == 0:    print "*** WARNING! *** Missing selection name for material: " + material.GetName()
               code += '\tscope.colors["'+selName+'"] = '+str(RGBToHTMLColor((color.x*255,color.y*255,color.z*255)))+';\n'
            if tag.GetType() == 5673:  #selection tag
               # print 'selection: ' + tag.GetName()  
               sel = tag.GetSelection()
               selName = clean(tag.GetName())
               ids = sel.GetAll(op.GetPointCount())
               indices = [i for i, e in enumerate(ids) if e != 0]
               code += '\tscope.selections["'+selName+'"] = '+str(indices)+';\n'

        code += '\n\tscope.autoColor = function(){\n'
        code += '\t\tfor(var s in this.selections){\n'
        code += '\t\t\tfor(var i = 0 ; i < this.selections[s].length; i++) this.faces[this.selections[s][i]].material = [ new THREE.MeshColorFillMaterial( this.colors[s],1) ];\n'
        code += '\t\t}\n\t}\n'

        # model position, rotation, scale               rotation x,y,z = H,P,B => three.js x,y,z is P,H,B => y,x,z
        p = op.GetPos()
        r = op.GetRot()
        s = op.GetScale()
        code += '\n\tscope.getPosition = function(){\treturn new THREE.Vector3'+str((p.x,p.y,p.z))+';\t}\n'
        code += '\n\tscope.getRotation = function(){\treturn new THREE.Vector3'+str((r.y,r.x,r.z))+';\t}\n'
        code += '\n\tscope.getScale = function(){\treturn new THREE.Vector3'+str((s.x,s.y,s.z))+';\t}\n'

        code += '\n'
        code += '\tfunction v( x, y, z ) {\n\n'
        code += '\t\tscope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );\n\n'
        code += '\t}\n\n'
        code += '\tfunction f3( a, b, c, nx, ny, nz ) {\n\n'
        code += '\t\tscope.faces.push( new THREE.Face3( a, b, c, nx && ny && nz ? new THREE.Vector3( nx, ny, nz ) : null ) );\n\n'
        code += '\t}\n\n'
        code += '\tfunction f4( a, b, c, d, nx, ny, nz ) {\n\n'
        code += '\t\tscope.faces.push( new THREE.Face4( a, b, c, d, nx && ny && nz ? new THREE.Vector3( nx, ny, nz ) : null ) );\n\n'
        code += '\t}\n\n'
        code += '\tfunction uv( u1, v1, u2, v2, u3, v3, u4, v4 ) {\n\n'
        code += '\t\tvar uv = [];\n'
        code += '\t\tuv.push( new THREE.UV( u1, v1 ) );\n'
        code += '\t\tuv.push( new THREE.UV( u2, v2 ) );\n'
        code += '\t\tuv.push( new THREE.UV( u3, v3 ) );\n'
        code += '\t\tif ( u4 && v4 ) uv.push( new THREE.UV( u4, v4 ) );\n'
        code += '\t\tscope.uvs.push( uv );\n'
        code += '\t}\n\n'
        code += '}\n\n'
        code += '%s.prototype = new THREE.Geometry();\n' % classname
        code += '%s.prototype.constructor = %s;' % (classname, classname)

        SendModelingCommand(command = MCOMMAND_REVERSENORMALS, list = [op], mode = MODIFY_ALL, bc = c4d.BaseContainer(), doc = doc)

        return code

    code = GetMesh(code)
    docPath = doc.GetDocumentPath() 
    jspath = docPath+'/'+classname+'.js'
    htmlpath = docPath+'/'+classname+'.html'
    file = open(jspath,'w')
    file.write(code)
    file.close()
    file = open(htmlpath,'w')
    file.write(html)
    file.close()
    file = open(docPath+'/Three.js','w')
    file.write(js)
    file.close()
    print 'Export Complete!'

Export()

另外,将“ Slim”出口商添加到 存储库 应该生成模型较小的.js文件

其他提示

另一个选择是导出为Collada/DAE或OBJ并使用 Colladaloader 或者 OBJLOADER.

Alirght,要在这里尝试一下:

该插件不适用于C4D R12。由于Maxon吸收了PY4D,因此他们选择将符号对象吸收到C4D对象中。我分叉了 代码 并稍稍戳了一下,以尝试修复11.5的PY4D和R12之间的细微差异。

无论如何,这是 插件咖啡馆邮政 您在我评论了有关问题的地方做了更多评论。再次感谢您为令人敬畏的道路铺平道路!

如果收到对象属性错误,则需要交换 GetPos 打电话 GetAbsPos 在里面 three.js 出口脚本(C4D13+)。

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