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The Model Editor: Introduction

The Cafu Model Editor answers the question: “How do I get my models into Cafu?”

Its purpose is to

  • load and import model files,
  • support many file formats (see below for a list),
  • let you inspect the loaded model both graphically and structurally,
  • enable you to tweak and adapt the model (e.g. import additional animations, remove unused skeleton nodes, etc.)
  • set or adjust all Cafu-specific settings (such as animation properties, GUI panels, collision details, etc.),
  • assign and edit render materials,
  • save the resulting model in Cafu's own file format.

Summarized, the Cafu Model Editor makes your models ready for use in the Map Editor and the Cafu Engine.

The Cafu Model Editor is not, despite its name, a general-purpose mesh editor that lets you create a model from scratch: There are many commercial and free programs for this purpose already that we don't intend to rival. In fact, model artists use one or more of these programs early in the work pipeline to create and shape the model, then use the Cafu Model Editor as described above.

Starting the Model Editor

Like the other asset editors, the Model Editor is a part of CaWE. You start it via menu items

  • File → Open… (Ctrl+O) or
  • File → New → New Model (Ctrl+Shift+N)

With both menu items, you're next presented the File Open dialog to open a previously created model.

Supported File Formats

At this time, the following file formats are supported:

Extension Description
.cmdl Cafu Engine native model file format
.3ds 3D Studio 3DS
.ase Ascii Scene Export, 3D Studio Max ASE
.dxf Autodesk AutoCAD DXF
.dae Collada DAE
.fbx Autodesk FBX
.lwo Lightwave Object LWO
.md5 Doom3 / Quake4 MD5
.mdl Half-Life1 MDL
.obj Alias OBJ
modeleditor/introduction.1297440255.txt.gz · Last modified: 2013-01-07 12:07 (external edit)