Anim8or Community
		General Category => General Anim8or Forum => Topic started by: Blick Fang on October 03, 2014, 11:46:14 am
		
			
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				Hi
 
 I exported one of my Anim8or modes as both an .obj file and a .3ds file.  I imported the files into a program I am playing around with (Coppercube).  Why didn't my colors and materials get imported with the model?
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				.obj files should have a .mtl file which has all the objects materials assigned to it, however, nine times out of ten the resulting .mtl file does not have the information attached if you just use export as .obj with anim8or. I always use the "Wavefront Plugin" that will give you a correct mtl file. See the asl database for it, original post at http://www.anim8or.com/smf/index.php/topic,4463.0.html
 
 3ds Files have the materials built into the file so should be ok unless you have textures, any not found will ask you to find it with a requester box.
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				kreator
 
 I could not get it to work.  I tried loading the script and ..........nothing
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				duh! you don`t need to run the script, if you have installed the plugin, when you export your .obj, look for save as "wavefront plugin"  instead of the normal export as .obj
 
 See screenshot attached
 
 
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				I haven't installed the plugin because I don't know how.   :-*
			
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				 Hello Blick Fang.  (http://s6.postimg.org/dvyjpmhel/whitesmile.gif)
 
 If you have downloaded the wavefront plugin, its a '.a8s' file.
 Just put it in your 'scripts' folder. Then, when you go to export an object, you'll see the extra option ,(in the 'save as type' box). It says 'wavefront plugin obj' instead of the normal 'wavefront obj.
 Hope that helps.  (http://s6.postimg.org/9pdpaahst/whtwink.gif)
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				Thanks johnar!!!    8)
 
 However, I still do not see my lovely colors
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				i'm not 100% on this, but as kreator said, there should also be and .mtl file generated. If there is, then maybe its something not quite right in coppercube?
 You could try importing into an-other program(s) supporting .obj./.3ds files. If your textures show up in any of them, then possibly the fault IS somewhere with coppercube. (settings???)
 Thats about all i can think of.
 btw> just had a look at the coppercube webpage. Cool. Think i'll look into that more myself.
 (i like the idea of creating interactive stuff, and don't know the first thing about codeing,.) (http://s6.postimg.org/p4cqdev8d/grysmile.gif)
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 MTL Files
 Material Definitions for OBJ Files
 
 MTL is a data directory which contains examples of MTL files. An MTL file is an auxilliary file containing definitions of materials that may be accessed by an OBJ file. The OBJ file must specify the name of the MTL file by a command such as
 
 mltlib file_name
 
 It is presumed that the MTL file names and defines various materials, such as, perhaps, "shinyred" or "iron". Then, within the OBJ file, the command
 usemtl shinyred
 
 indicates that all subsequence faces should be rendered with this material, until a new material is invoked.
 An MTL file contains a sequence of definitions of materials. Each definition begins with a newmtl statement that defines the name of the material, followed by lines specifying particular properties.
 
 Example MTL File:
 
 newmtl shinyred
 Ka  0.1986  0.0000  0.0000
 Kd  0.5922  0.0166  0.0000
 Ks  0.5974  0.2084  0.2084
 illum 2
 Ns 100.2237
 
 MTL File Characteristics:
 
 ASCII;
 Comments begin with a '#' character in column 1. Blank lines may be inserted for clarity. Otherwise, the file consists of a sequence of newmtl statements, followed by a definition of various properties for that material.
 
 The quantities that may be defined for a material include:
 
 Ka r g b
 defines the ambient color of the material to be (r,g,b). The default is (0.2,0.2,0.2);
 Kd r g b
 defines the diffuse color of the material to be (r,g,b). The default is (0.8,0.8,0.8);
 Ks r g b
 defines the specular color of the material to be (r,g,b). This color shows up in highlights. The default is (1.0,1.0,1.0);
 d alpha
 defines the transparency of the material to be alpha. The default is 1.0 (not transparent at all) Some formats use Tr instead of d;
 Tr alpha
 defines the transparency of the material to be alpha. The default is 1.0 (not transparent at all). Some formats use d instead of Tr;
 Ns s
 defines the shininess of the material to be s. The default is 0.0;
 illum n
 denotes the illumination model used by the material. illum = 1 indicates a flat material with no specular highlights, so the value of Ks is not used. illum = 2 denotes the presence of specular highlights, and so a specification for Ks is required.
 map_Ka filename
 names a file containing a texture map, which should just be an ASCII dump of RGB values;
 
 Examples
 
 1 Neon green
 
 This is a bright green material. When applied to an object, it will remain bright green regardless of any lighting in the scene.
 
 newmtl neon_green
 Kd 0.0000 1.0000 0.0000
 illum 0
 
 2 Flat green
 
 This is a flat green material.
 
 newmtl flat_green
 Ka 0.0000 1.0000 0.0000
 Kd 0.0000 1.0000 0.0000
 illum 1
 
 3 Dissolved green
 
 This is a flat green, partially dissolved material.
 
 newmtl diss_green
 Ka 0.0000 1.0000 0.0000
 Kd 0.0000 1.0000 0.0000
 d 0.8000
 illum 1
 
 4 Shiny green
 
 This is a shiny green material. When applied to an object, it shows a white specular highlight.
 
 newmtl shiny_green
 Ka 0.0000 1.0000 0.0000
 Kd 0.0000 1.0000 0.0000
 Ks 1.0000 1.0000 1.0000
 Ns 200.0000
 illum 1
 
 5 Green mirror
 
 This is a reflective green material. When applied to an object, it reflects other objects in the same scene.
 
 newmtl green_mirror
 Ka 0.0000 1.0000 0.0000
 Kd 0.0000 1.0000 0.0000
 Ks 0.0000 1.0000 0.0000
 Ns 200.0000
 illum 3
 
 6 Fake windshield
 
 This material approximates a glass surface. Is it almost completely transparent, but it shows reflections of other objects in the scene. It will not distort the image of objects seen through the material.
 
 newmtl fake_windsh
 Ka 0.0000 0.0000 0.0000
 Kd 0.0000 0.0000 0.0000
 Ks 0.9000 0.9000 0.9000
 d 0.1000
 Ns 200
 illum 4
 
 7 Fresnel blue
 
 This material exhibits an effect known as Fresnel reflection. When applied to an object, white fringes may appear where the object's surface is viewed at a glancing angle.
 
 newmtl fresnel_blu
 Ka 0.0000 0.0000 0.0000
 Kd 0.0000 0.0000 0.0000
 Ks 0.6180 0.8760 0.1430
 Ns 200
 illum 5
 
 8 Real windshield
 
 This material accurately represents a glass surface. It filters of colorizes objects that are seen through it. Filtering is done according to the transmission color of the material. The material also distorts the image of objects according to its optical density. Note that the material is not dissolved and that its ambient, diffuse, and specular reflective colors have been set to black. Only the transmission color is non-black.
 
 newmtl real_windsh
 Ka 0.0000 0.0000 0.0000
 Kd 0.0000 0.0000 0.0000
 Ks 0.0000 0.0000 0.0000
 Tf 1.0000 1.0000 1.0000
 Ns 200
 Ni 1.2000
 illum 6
 
 9 Fresnel windshield
 
 This material combines the effects in examples 7 and 8.
 
 newmtl fresnel_win
 Ka 0.0000 0.0000 1.0000
 Kd 0.0000 0.0000 1.0000
 Ks 0.6180 0.8760 0.1430
 Tf 1.0000 1.0000 1.0000
 Ns 200
 Ni 1.2000
 illum 7
 
 10 Tin
 
 This material is based on spectral reflectance samples taken from an actual piece of tin. These samples are stored in a separate .rfl file that is referred to by name in the material. Spectral sample files (.rfl) can be used in any type of material as an alternative to RGB values.
 
 newmtl tin
 Ka spectral tin.rfl
 Kd spectral tin.rfl
 Ks spectral tin.rfl
 Ns 200
 illum 3
 
 11 Pine Wood
 
 This material includes a texture map of a pine pattern. The material color is set to "ident" to preserve the texture's true color. When applied to an object, this texture map will affect only the ambient and diffuse regions of that object's surface.
 
 The color information for the texture is stored in a separate .mpc file that is referred to in the material by its name, "pine.mpc". If you use different .mpc files for ambient and diffuse, you will get unrealistic results.
 
 newmtl pine_wood
 Ka spectral ident.rfl 1
 Kd spectral ident.rfl 1
 illum 1
 map_Ka pine.mpc
 map_Kd pine.mpc
 
 12 Bumpy leather
 
 This material includes a texture map of a leather pattern. The material color is set to "ident" to preserve the texture's true color. When applied to an object, it affects both the color of the object's surface and its apparent bumpiness.
 
 The color information for the texture is stored in a separate .mpc file that is referred to in the material by its name, "brown.mpc". The bump information is stored in a separate .mpb file that is referred to in the material by its name, "leath.mpb". The -bm option is used to raise the apparent height of the leather bumps.
 
 newmtl bumpy_leath
 Ka spectral ident.rfl 1
 Kd spectral ident.rfl 1
 Ks spectral ident.rfl 1
 illum 2
 map_Ka brown.mpc
 map_Kd brown.mpc
 map_Ks brown.mpc
 bump -bm 2.000 leath.mpb
 
 13 Frosted window
 
 This material includes a texture map used to alter the opacity of an object's surface. The material color is set to "ident" to preserve the texture's true color. When applied to an object, the object becomes transparent in certain areas and opaque in others.
 
 The variation between opaque and transparent regions is controlled by scalar information stored in a separate .mps file that is referred to in the material by its name, "window.mps". The "-mm" option is used to shift and compress the range of opacity.
 
 newmtl frost_wind
 Ka 0.2 0.2 0.2
 Kd 0.6 0.6 0.6
 Ks 0.1 0.1 0.1
 d 1
 Ns 200
 illum 2
 map_d -mm 0.200 0.800 window.mps
 
 14 Shifted logo
 
 This material includes a texture map which illustrates how a texture's origin may be shifted left/right (the "u" direction) or up/down (the "v" direction). The material color is set to "ident" to preserve the texture's true color.
 
 In this example, the original image of the logo is off-center to the left. To compensate, the texture's origin is shifted back to the right (the positive "u" direction) using the "-o" option to modify the origin.
 
 Ka spectral ident.rfl 1
 Kd spectral ident.rfl 1
 Ks spectral ident.rfl 1
 illum 2
 map_Ka -o 0.200 0.000 0.000 logo.mpc
 map_Kd -o 0.200 0.000 0.000 logo.mpc
 map_Ks -o 0.200 0.000 0.000 logo.mpc
 
 15 Scaled logo
 
 This material includes a texture map showing how a texture may be scaled left or right (in the "u" direction) or up and down (in the "v" direction). The material color is set to "ident" to preserve the texture's true color.
 
 In this example, the original image of the logo is too small. To compensate, the texture is scaled slightly to the right (in the positive "u" direction) and up (in the positive "v" direction) using the "-s" option to modify the scale.
 
 Ka spectral ident.rfl 1
 Kd spectral ident.rfl 1
 Ks spectral ident.rfl 1
 illum 2
 map_Ka -s 1.200 1.200 0.000 logo.mpc
 map_Kd -s 1.200 1.200 0.000 logo.mpc
 map_Ks -s 1.200 1.200 0.000 logo.mpc
 
 16 Chrome with spherical reflection map
 
 This illustrates a common use for local reflection maps (defined in a material).
 
 this material is highly reflective with no diffuse or ambient contribution. Its reflection map is an image with silver streaks that yields a chrome appearance when viewed as a reflection.
 
 ka 0 0 0
 kd 0 0 0
 ks .7 .7 .7
 illum 1
 refl -type sphere chrome.rla
 
 Full details can be found at..http://www.fileformat.info/format/material/
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				Thanks guys.  kreator, that is a plethora of good info.  I do see the MTL file now.  I swear I didn't before.  You must understand: I do most of my Anim8or tinkering at work in between the calls and fun :-)
 
 I will have to figure out how to get Coppercube to recognize the MTL files
 
 8)
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				You must understand: I do most of my Anim8or tinkering at work in between the calls and fun :-)
 8)
 
 
 I need a job like that--I do most of my Anim8or tinkering when I should be sleeping.