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社区首页 >问答首页 >如何将3d模型从Cinema4D导出到three.js?

如何将3d模型从Cinema4D导出到three.js?
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Stack Overflow用户
提问于 2010-11-25 20:04:57
回答 4查看 14.6K关注 0票数 5

如果我有一个在影院4D中建模的网格,我如何为three.js 3D JS引擎导出它?

此外,它将方便导出材料颜色多边形选择

EN

回答 4

Stack Overflow用户

回答已采纳

发布于 2010-11-29 16:48:20

为此,刚刚为Cinema4D编写了另一个python脚本。

您可以找到关于干扰媒体博客维基的详细信息。

作为参考,我也列出了这里的源代码:

代码语言:javascript
复制
'''
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()

此外,在存储库中增加了“苗条”出口商,这将为这些型号生产更小的.js文件

票数 9
EN

Stack Overflow用户

发布于 2012-05-31 20:40:52

另一种选择是以COLLADA/DAE或OBJ的形式导出,并使用COLLADALoaderOBJLoader

票数 5
EN

Stack Overflow用户

发布于 2011-04-07 18:43:22

阿利尔特,在这里试试这个:

这个插件不适用于C4D R12。由于Maxon吸收了Py4D,他们选择将符号对象吸收到c4d对象中。我用叉子叉了一下你的代码,试着修改一下11.5的Py4D和R12之间的细微差别。

无论如何,这是您制作的插件咖啡馆邮报,我在这里对这些问题做了更多的评论。再次感谢你为令人敬畏的道路铺平道路!

票数 2
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/4280506

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