This dialog appears when you choose the Shockwave 3D format as the export format for your scene.
Controls whether or not the parent-child hierarchy between all geometry, light, group, and camera resources is written to the Shockwave 3D file. This option should always be selected when exporting an entire scene from 3ds Max. The Shockwave 3D scenegraph contains:
The scenegraph hierarchy is the glue that binds most of the scene assets in the Shockwave 3D file. If this option is turned off, only shader, texture, model, and motion resources will be written to the W3D file, and all the other information that specifies how objects exist in the scene, how the scene is laid out, how the scene is lit, and how the scene is viewed will be missing. For this reason, turn this option off only when exporting libraries of animations or texture maps.
Writes out the animation on all objects supported by the exporter to the Shockwave 3D file. The preview window is useful in quickly showing which animations the exporter is capturing.
By default, the Shockwave 3D Exporter captures the animation of all objects in the scene in every frame. This data is compressed into a streaming format as the file is written. There may be times, however, when you only want to capture part of an animation, or sample it more coarsely than once a frame. If this option is cleared, the full scene will be displayed in the preview window without any animations.
The exporter does this because the Shockwave 3D runtime engine supports keyframes only on geometric nodes. The extra node that the exporter creates is named "Dummy Animation Node xyz", where xyz is the name of the animated camera or light. This dummy geometry node also has a dummy material applied to it named Dummy Material, and the geometry is invisible.
Lingoâ„¢ programmers should note that the camera or lights transform is now relative to the dummy geometry node, that is, its parent.
Exports all basic materials associated with all objects supported by the exporter to the Shockwave 3D file. Materials represent the most basic properties that can be assigned to a surface, such as diffuse color, opacity, and specular color.
We strongly recommend that you leave this option on when exporting any geometry, shader, or texture map resources. Turn this option off only when exporting just the animation in a scene; otherwise, the W3D file will not work correctly with Director.
Exports all texture maps associated with all objects supported by the exporter to the Shockwave 3D file. Texture maps in Shockwave 3D are bitmap images or 2D procedural maps, such as Tile and Gradient Ramp. All bitmap images used in 3ds Max are transformed by Shockwave 3D into streaming JPEG images.
Exports all shaders in the Shockwave 3D file. Shaders are the highest-level entities that describe surface properties. They bear no relationship to the shaders used in 3ds Max. Shockwave 3D does not distinguish among Blinn, Phong, Anisotropic, or any other shader algorithm that determines the rendered look of materials and maps. Only Gouraud shading, which is most closely emulated by the standard shaders in 3ds Max, is supported. Shockwave 3D shaders are primarily pointers to texture map resources and material resources.
When turned off, this option prevents the writing of geometry data used by some of the more advanced Shockwave 3D technologies, and thus reduces the overall file size.
If turned off, Toon and Subdivision Surfaces (SDS) data is not included in the export file, which means that the Toon and Subdivision Surfaces modifiers cannot be applied to the model in Director. A model missing this geometry data can be used with all other Shockwave 3D technologies, however. Leave this option turned on unless it is expedient to reduce the size of the W3D file.
The Shockwave 3D file contains all scene assets in a proprietary compressed and streaming format. You can control the order in which data streams with the user properties. The amount of compression of the scene assets is set by three controls: Geometry Quality, Texture Quality, and Animation Quality. The controls have values that range from 0.1 to 100.0, with higher values giving less compression and better quality (a more faithful representation of the original model).
A value of 100 means that the scene assets will be represented at the best quality possible, but with some degree of compression still present. It does not represent the value at which compression does not occur. Also, the compression controls do not have a linear scale, so a setting of 20.0 doesn't necessarily mean that the quality level of the resulting data is twice as good as that produced with a setting of 10.0.
Controls the compression of animation data in the scene. Higher compression levels (lower quality) tend to remove the finer motions authored in the scene, especially motion-capture data, while occasionally introducing small noise artifacts.
The Texture Size Limits setting lets you reduce the size of the W3D file by limiting the size of the texture maps in the export.
The reduced size of the texture maps will usually look fine on the model, because the model's UVW texture coordinates will have already taken into account the non-square dimensions of the image. Use the smaller settings if, after tuning the compression settings and simplifying the scene in 3ds Max, the W3D file is still too large. If the scene contains no textures, or only small textures, limiting the texture size will not help to reduce the size of the W3D file.
Opens a window displaying warning messages about possible problems found converting the scene to the W3D file format. If no errors are found, the window is blank.
These messages, which do not necessarily indicate problems with the scene, can be useful in debugging problems such as why the scene looks different in the preview window than it does in 3ds Max. If the scene uses any 3ds Max features that are not supported by the exporter, they will be listed here.
Opens the Shockwave 3D File Analysis window, displaying a graphic breakdown of the data in the W3D file.
Opens the Shockwave 3D Export Preview window, showing the scene as it will be exported.
After you export a file, this option lets you view it in the Preview window.