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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.

 


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