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如何将我的3ds Max模型变成iPhone 3D游戏?

[英]How do I get my 3ds Max models into an iPhone 3D game?

I've written a couple apps that are currently published in the app store. 我写了几个目前在应用商店发布的应用程序。 However, I'd like to start writing games that use OpenGL ES. 但是,我想开始编写使用OpenGL ES的游戏。 I know how to model objects in 3D Studio Max but what I don't know is how to get my models into an OpenGL ES application on the iPhone/iPad and then manipulate those objects to create gameplay. 我知道如何在3D Studio Max中建模对象,但我不知道如何将我的模型放到iPhone / iPad上的OpenGL ES应用程序中,然后操纵这些对象来创建游戏玩法。

Can anyone point me in the right direction to get started on this? 谁能指出我正确的方向开始这个?

Just to clarify...I don't mind writing code; 只是为了澄清......我不介意编写代码; I'm not looking for a point and click solution. 我不是在寻找点击解决方案。

I would imagine that I'd need to export my models into some sort of format. 我想我需要将模型导出为某种格式。 What is that format and how do I incorporate it into a game on the iPhone/iPad? 这种格式是什么?如何将其整合到iPhone / iPad上的游戏中?

While more involved than you're looking for, Stephen Jayna has a great writeup on how he exported textured models from LightWave in COLLADA format for use in OpenGL ES on the iPhone. 虽然比你想要的更多参与,但Stephen Jayna对如何从COLLADA格式的LightWave导出纹理模型以用于iPhone上的OpenGL ES有一个很好的写作

Bill Dudney had put a little effort into making a Wave Front OBJ loader for the iPhone a while back, but I think that Jeff LaMarche's project to do the same might be the farthest along. Bill Dudney曾经为iPhone制作Wave Front OBJ装载机做了一些努力,但我认为Jeff LaMarche的同样做的项目可能是最远的。

UPDATE (8/10/2011): Jonathan Wight recently posted his TouchOpenGL code , which includes an OBJ parser. 更新(8/10/2011):Jonathan Wight最近发布了他的TouchOpenGL代码 ,其中包含一个OBJ解析器。

I've used this before with some luck. 我之前用过这个运气。 However, I would say there are no easy answers to this in my experience. 但是,我会说在我的经历中没有简单的答案。 They all required some coding/wiring up for me. 他们都需要一些编码/连线。

This is a nightmare process. 这是一场噩梦般的过程。 My past approach to this was probably not the best. 我过去的做法可能不是最好的。 I worked on PC using 3DS Max to create an exporter using MaxScript. 我使用3DS Max在PC上工作,使用MaxScript创建导出器。 I dumped what I needed to a text file - in a format that I just invented for my own needs as an intermediate. 我把我需要的东西丢弃到一个文本文件中 - 采用我刚才为自己的需要发明的一种格式作为中间文件。

I then switched to Mac and wrote a command line tool that used NSFoundation to read this text file and convert it to a binary format that was optimized for my opengl renderer. 然后我切换到Mac并编写了一个命令行工具,该工具使用NSFoundation读取此文本文件并将其转换为针对我的opengl渲染器优化的二进制格式。 This is okay for basic and static meshes. 这对于基本和静态网格物是可以的。 But I had hell exporting animated figures that used keyframed skelaton animations (the maths for that stuff is intense). 但是我已经出口了使用关键帧眩晕动画的动画人物(这些东西的数学很强烈)。

This did work, but I really think that I took the hardest approach. 这确实有效,但我认为我采取了最艰难的方法。

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