Importing 3D Models
 
 
 

You can import 3D polygon objects such as 3ds Max files, FBX files, Wavefront files, Inventor files, garbage masks, and Paint geometry. 3ds Max files contain object data, specifically, texture and materials. The FBX format acts as the intermediary between different file types. Files can be exported from another product to the FBX format and then imported into Flame.

NoteSample 3ds Max 3D model files are located in the usr/discreet/<product_name>/models library. All models are textured with an identical image found in the same directory. The library consists mostly of various geometric shapes such as cubes, cylinders, and spheres.

Paint geometry files are created by the Flame Paint module. If you want to work with polygon geometry in Action, import Paint geometry. Action ignores its animation and attributes, such as its colour, outline, and gradient. For example, in Paint, if you create a blue polygon, animate its scale, and save it as geometry, it is imported in Action as a white polygon with no animation.

You can import a 3D model into one or several geometry nodes. You can also import multiple 3D models into a single animated geometry node.

To import a 3D model:

  1. Do one of the following:
    • Drag the Import node from the Objects tab of the node bin and place it in the schematic.
    • Drag the Import node from the Objects tab of the node bin and place it where you want it in Result view.
    • Double-click the Import node. You do not need to be in Schematic view to add a node in this manner.

    The Import menu and file browser appear.

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    (a) Import Type box  (b) File Extension field  (c) Smooth button  (d) Fit button  (e) Separate Nodes button  

    The Import controls are described as follows.

    Import Type boxSelect the 3D model type to import: FBX, Wavefront, Inventor, 3DStudio, FBX, Gmask, Paint, or Photoshop.

    File Extension fieldDisplays the default extension for the file type selected in the Import Type box. By default, Wavefront files have .obj, Inventor files have .iv, FBX files have .fbx, and 3D Studio files have .3ds as their file extensions.

    NoteWhen selecting Paint, GMask, or Photoshop, the subsequent controls described in this section do not apply. When selecting FBX, other controls appear. See Importing the FBX Format.

    Smooth buttonEnable to build normals for the 3D model. Enable if you are importing polygons that do not have normals.

    Fit buttonEnable to scale the imported model to fit into the current frame. When this button is disabled, the imported model maintains the same size in which it was created.

    Separate Nodes buttonEnable to create individual nodes for all 3D models contained in a file.

    When this button is disabled, the 3D model is added to the scene with its own axis.

    Rotate Axis buttonEnable to rotate the imported 3D model by 90 degrees on the X-axis so that it is compatible with Action's coordinate system. This button is enabled by default, and appears only when 3DStudio is selected as the import format.

  2. From the Import Type box, select the import format.
  3. If the file you want to import has a file extension different from the one specified, type a file extension.
  4. Enable Smooth or Fit as needed.
  5. Select the file to import from the file browser.
  6. Click Load.

    The 3D model and axis is added to the scene. For 3DStudio models, the axis is centered in the bounding box of the model.

    You can change the 3D model's colour, specular highlight, shine, and other material properties. See Working with 3D Geometry.

To import multiple 3D models into an animated sequence:

  1. Follow the same steps for adding a single 3D model, but from the Import file browser, select multiple 3D models by holding the Shift or Ctrl key.
  2. Once the models are selected, click Load.

    The selected 3D models are loaded to the same line in the Media list.

  3. Double-click the Geometry node in the schematic to access the Geometry menu, then click the Imported tab.

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    (a) Animation Mode box  

  4. Set the Animation mode.
    Select: To:
    Loop Play in a continuous loop.
    Once Play once. The 3D geometry is no longer displayed.
    Last Still Play once, and hold the last frame.
    Timing Animate according to the timing in the animation channel.
  5. If you selected Loop, Once or Last Still, set the Hold value to determine the number of continuous frames to display, and set the Slip value to offset the start point. If you selected Timing, go to the next step.
  6. If you selected Timing in the Animation Mode box, set the value for that frame in the timing curve using the Frame Timing field.

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    (a) Animation Mode box(b) Timing Range option box (c) Frame Timing field  

  7. Set the Timing Range option to determine how Frame Timing values outside the timing range of the animation are handled.
    Select: To:
    Roll Roll over the Frame Timing value.
    Cut (Geometry is not displayed.)
    Round Display the first or last geometry (with this option, you can select the first and the last geometry of your animation).