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modeleditor:introduction [2011-02-05 14:03]
Carsten created
modeleditor:introduction [2011-02-11 17:04]
carsten Augmented and improved the text
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 The Cafu Model Editor answers the question: "How do I get my models into Cafu?" The Cafu Model Editor answers the question: "How do I get my models into Cafu?"
  
-It's main purpose is to enable you to +Its purpose is to 
-  ​load or import model files from many file formats (see below for a list), +  ​load and import model files
-  ​inspect the loaded model both graphically and structurally,​ +  * support ​many file formats (see below for a list), 
-  ​tweak and adapt the model (e.g. import additional animations, remove unused skeleton nodes, etc.) +  ​* let you inspect the loaded model both graphically and structurally,​ 
-  ​set or adjust all Cafu-specific settingssuch as animation properties, ​edit render materials, etc., +  ​* enable you to tweak and adapt the model (e.g. import additional animations, remove unused skeleton nodes, etc.) 
-  ​save the resulting model in Cafu's own file format, such that the model is ready for use in the Map Editor and the Cafu Engine.+  ​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.
  
-Please note that 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, and we don't intend to rival them. +Summarized, ​the Cafu Model Editor ​makes your models ready for use in the Map Editor ​and the Cafu Engine.
-In fact, model artists ​use one or more of these programs early in the work pipeline to create the model, ​and only then use the Cafu Model Editor as described above.+
  
 +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.txt · Last modified: 2013-01-07 12:07 (external edit)