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modeleditor:introduction [2011-02-05 14:03] Carsten created |
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====== The Model Editor: Introduction ====== | ====== The Model Editor: Introduction ====== | ||
- | 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 | + | {{ :modeleditor:teaser.png?256|}} |
- | - load or import model files from many file formats (see below for a list), | + | Thus, its purpose is to: |
- | - inspect the loaded model both graphically and structurally, | + | * load and import model files, |
- | - tweak and adapt the model (e.g. import additional animations, remove unused skeleton nodes, etc.) | + | * support many file formats (see below for a list), |
- | - set or adjust all Cafu-specific settings, such as animation properties, edit render materials, etc., | + | * let you inspect the loaded model both graphically and structurally, |
- | - 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. | + | * 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. | ||
- | 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 ===== | ||
+ | |||
+ | {{ :modeleditor:open_new.png|Start the Model Editor via the File-New or File-Open menu items.}} | ||
+ | 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 | | ||