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Animations Controllers
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Feature
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Limitations (ограничения)
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Float controllers (TCB, Bezier & Linear)
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Ease-in/out parameters of TCB keys are not supported
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Linear position controllers (TCB, Bezier & Linear)
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Ease-in/out parameters of TCB keys are not supported
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Rotation controllers (TCB, Bezier & Linear)
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Ease-in/out parameters of TCB keys are not supported
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Scale controllers (TCB, Bezier & Linear)
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Ease-in/out parameters of TCB keys are not supported. Only uniform scaling supported. If non-uniform scaling is required to be animated, use a morph target.
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Color controllers (TCB, Bezier, & Linear)
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Ease-in/out parameters of TCB keys are not supported
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Attached to converted nodes/objects as NiTextKeyExtraData
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Percent Track Path Controller
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Да, эти плагины поддерживают всякие интересные контроллеры анимаций, которые Нифтулз, прямым образом не поддерживает.
Только экспортом через ФБХ.
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Following Path Controller
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Bank Amount Path Controller
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Smoothing Path Controller
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Allow flip Path Controller
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Follow Axis Path Controller
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Constant velocity Path Controller
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Variable velocity is not supported
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Также см. здесь.
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Cameras
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Feature
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Limitations
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Free camera
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Depth of field and orthographic projection not supported
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Target camera
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Depth of field and orthographic projection not supported
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Clipping planes
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для МВ не даст эффекта.
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Character Studio (Biped & Physique)
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Feature
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Limitations
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Animation of both skinned and articulated characters.
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Physiqued meshes should not be instanced.
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Rigid and rigid blended vertices
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Geometry
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Feature
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Limitations
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Any triangle-convertible geometry
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Multiple UV’s per vertex
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Object offset transforms
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Scaling not supported
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Hierarchy
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Feature
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Limitations
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Full matrix hierarchy is converted
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All scales except animated scales are pushed down the tree to the geometry.
Animated non-uniform scaling is not supported. Instead, use a morph target modifier. Morph targets can be easily generated from the Tools / Snapshot menu option.
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Instancing
и
Reference(С)
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Создание копии объекта в режиме Instance.
Т.е. созданный таким образом объект, будет экспортирован в Ниф файл используя шейпДату от исходного объекта!
Т.е. это позволяет оптимизировать модели фактически убирая повторы геометрии! |
Только для 4.2 версии экспортера!
4.0 версия не умеет экспортировать ИК-анимации.
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Feature
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Limitations
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Old-style Max IK solvers
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Key-frames are sampled, not dynamically solved
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Max 4 IK Chain
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Key-frames are sampled, not dynamically solved
Т.е. ключи анимации будут запечены в обычный кейфрейм контроллер.
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Feature
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Limitations
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Max default lighting
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Only Far attenuation supported.
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Only the falloff angle is supported (not hotspot)
Note: Due to vertex lighting, spot lights do not look so great
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Infinite Lights
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Light intensity
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Inclusion lists
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Exclusion lists are not supported
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Light on/off switch
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Can not be animated. Color value can be animated to simulate animated on/off.
Т.е. для имитации выключения света, цвет установить в черный.
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Animated light position, direction
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Анимации, рекомендуется присоединять к "физическому" объекту и анимировать именно этот объект, а не сам источник света.
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Animated light color
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None, linear, and Inverse Square w/ Distance Attenuation
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Note: For games, linear attenuation is generally preferred.
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Feature
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Limitations
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Feature
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Limitations
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Multi/Sub Object-materials
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Up to 100 sub-object materials
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Gouraud shading
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Faceted shading
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Ambient material attributes with animation
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Diffuse material attributes with animation
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Specular material attributes with animation
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Environment texture maps
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Dimensions must be in a power of two
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Diffuse texture maps
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Dimensions must be in a power of two
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Filtering (None, Summed Area, Pyramidal)
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Texture clamp modes
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UV, VW and WU texture coordinate mappings
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Disables backface culling for these objects, so they are only lit from one side
Т.е. это забаговано!
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Wireframe attribute
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Polygonalization will alter depending on the clipping
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Use of wire color if no material assigned to object
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Opacity and key-framed opacity information
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Animated UV, VW, & WU offset and tile
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Да, можно получать забавные результаты если использовать не UV а VW или WU
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Feature
|
Limitations
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Cubic & barycentric morphing
|
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Morpher modifier
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Morph modifier
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Feature
|
Limitations
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Rotation and Collision, Object Motion Inheritance & Bubble Motion have no effect
| |
Rotation and Collision, Object Motion Inheritance & Bubble Motion have no effect
| |
Rotation and Collision, Object Motion Inheritance & Bubble Motion have no effect
| |
Rotation and Collision, Object Motion Inheritance & Bubble Motion have no effect
| |
Rotation and Collision, Object Motion Inheritance & Bubble Motion have no effect
| |
Rotation and Collision, Object Motion Inheritance & Bubble Motion have no effect
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Width & Length of emitter
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Emit from a point source
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Speed & Speed variation
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Life span & life variation
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Emit rate
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Total particles limit
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Spawning w/ max generations & mutations
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Particle collisions
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? для МВ не поддержано.
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Bounce factor
|
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Particle Bomb
|
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Planar & Spherical deflectors
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Deflectors cannot be animated
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Grow-for / Fade-for parameters
|
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Для 4.0 версии экспортера на поддержано!
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Feature
|
Limitations
|
Skin modifier
|
Gizmos are not supported
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Это заметки по работе с Note Track
т.е. описание команд приемлемых для управления анимацией.
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Однако, не все их них могут быть использованы в МВ..
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К чему относится
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Что делает
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Keyframe Manager Note Tracks
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What It Does
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start
|
Starting key in animation note track
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end
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Ending key in animation note track
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-name mysequencename
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Name your sequence
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loop
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Set Biped character animations to loop
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-at [all | none | {xyz}]
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Accumulate translations, all, none, or any combination of x,y, and/or z
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-ar [all | none | x | y | z ]
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Accumulate rotations along: all axes, no axis, or one — either the x, y, or z axis
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-smooth
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Make accumulated rotations smooth.
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morph: mymorphtargetname
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Indicates instant, e.g. “knees together”, at which to morph between animations
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myblendtargetname
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Indicates instant, e.g. “knees together”, at which to blend between animations
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Красным, помечено не актуальное для МВ. Эти опции были добавлены в 4.2 версию движка.
Т.е. эти записи, в ключах анимаций, приведут к ошибке:
animation group note problem. За подробностями см. MaxImmerse.chm Раздел; Sequence Options
Этот файл находится в приложении к заметкам.
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Тип оных и результат в Ниф файлах.
|
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Omni/Spot Light Attenuation Decay Type
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NetImmerse Attenuation
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None
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Constant
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Inverse
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Linear
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Inverse Square
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Quadratic
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Что надо использовать:
| |
Transparency Considerations
|
What You Should Use
|
Object has completely opaque or completely transparent regions only
| |
Object has regions that are semi-transparent
| |
Object has some semi-transparent or opaque regions, and some completely transparent
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Примечание о формате текстур.
|
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Type of Multi-Texture Map
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Channel Requirements
|
r,g,b for all platforms / r,g,b,a for PS2 (unless using RGB
3-pass, then just r,g,b)
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r,g,b for all platforms / r,g,b,a for PS2 (unless using RGB
3-pass, then just r,g,b)
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r,g,b,a for all platforms
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r,g,b for all platforms, not supported on PS2
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r,g,b for all platforms
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Bump Map (specular)
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r,g,b or grayscale, with or without alpha, supported under Xbox, supported on some PC hardware with DX8
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