Come si esporta un modello 3D da Cinema4D a Three.js?
-
28-09-2019 - |
Domanda
Se ho una rete a maglia fitta modellato in Cinema 4D , come posso esportarlo per il Three.js 3D JS Engine?
Inoltre, sarebbe utile per il materiale di esportazione colori per poligono selezioni .
Soluzione
appena scritto un altro script python per Cinema4D per questo.
È possibile trovare i dettagli sul rel disturbo dei media blog e wiki .
Per riferimento, sto elencando il fonte anche qui:
'''
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()
Inoltre, ha aggiunto esportatori Slim 'al repository che dovrebbe produrre più piccoli file .js per i modelli
Altri suggerimenti
Un'altra opzione è quella di esportare come COLLADA / DAE o OBJ e l'uso COLLADALoader o OBJLoader .
Alirght, intenzione di provare questo qui:
Questo plugin non funziona con C4D R12. Poiché Maxon assorbito Py4D, hanno fatto una scelta per assorbire l'oggetto simboli nell'oggetto c4d. I biforcato codice e curiosato un po 'per cercare di risolvere le differenze minuti tra 11,5 di Py4D e R12.
In ogni modo, ecco la plug-Cafe Post hai fatto in cui ho commentato un po 'più per quanto riguarda i problemi. Grazie ancora per spianando la strada per suggestione!
Se si ottiene un errore attributo dell'oggetto, è necessario scambiare la chiamata GetPos
con GetAbsPos
nello script esportatore three.js
(c4d13 +).