Communication
Plugin for 3ds MAX
2. Lights Import
When connection between 3ds MAX and WorldBuilder
is established and units and animation ranges are adjusted you need
to synchronize camera(s) and light(s). Such a synchronization is
a necessary operation as lighting in both parts of the common scene
must be equivalent. The same can be said about points of view (cameras).
The interface of the communicator allows you to
create copies of these objects in a partner's application. You might
have a ready for use light source or camera in either 3ds MAX or
in WorldBuilder. For both cases you can create an exact animated
copy of the required light or camera in the scene of the other application.
Light Import from WorldBuilder to 3ds
MAX
Suppose, you have got a number of light sources in WorldBuilder.
Our nearest aim is to import those lights to 3ds MAX, which
will illuminate both World Builder's and MAX's parts of the
common scene.
Open Lights Import group at the Communicator dialog as shown
in the right figure. You will see a list of all light sources
of WorldBuilder's scene. Select one or more lights and click
at Import button. The result of this operation is
a new light source(s) in the MAX's scene. All parameters of
the light, which both MAX and WorldBuilder support (such as
position, color, intensity, etc) are exactly the same as corresponding
parameters of its original object. Thus, importing a light
from WorldBuilder to MAX you merely create a MAX light source,
with all parameters copied from corresponding WorldBuilder's
light.
|
|
When you have imported a light from WorldBuilder its name disappears
from the list. If you then added another light to WorldBuilder's scene
the Light Import list can be updated. Click the Update button
and the new light's name appears in the list.
Update of the Light Imported to 3ds MAX
Objects imported from another application always
have animation keys at every frame through all the animation range.
It seems to be very inconvenient, but this is the only way to support
keyframe animation when interpolation methods are different. That
is why it is strongly recommended not to edit the copies of objects
imported from WorldBuilder to 3ds MAX. However, you can update these
copies if you have changed their originals.
The only way to do so in 3ds MAX is to delete the
copy light and re-import it anew.
Light Import from 3ds MAX to WorldBuilder
You can import light sources from 3ds MAX
to WorldBuilder. Select Max Communication Object in the Object
Tree of WorldBuilder's scene (as shown at the top window of
the right figure). Just its Properties appear in the Property
Tree (the middle window). Select MAX Lights and make sure
that the list of all light sources of the MAX's scene is seen
in the bottom window. Select one or more lights you want to
import to WorldBuilder and click Insert. Copies of
selected objects are inserted into WorldBuilder's scene.
Update of the Light Imported to WorldBuilder
Of course, the most straight (but not the
most convenient) procedure is to delete the copy object and
re-import it anew (as it takes place for copies of WorldBuilder
objects in MAX). But due to pecularities of WorldBuilder there
is more advanced way to update copies of MAX objects imported
to WorldBuilder's scene.
This way is the same for all types of imported
MAX objects (cameras, lights, meshes and gizmos) and it is
described at Update Copies of MAX Objects
page.
|
|
|