Importing 3D Models

 
 
 

You can import 3D polygon objects such as 3ds Max files, FBX files, Alembic files, Wavefront files, Inventor files, garbage masks, and Paint geometry. 3ds Max files contain object data, specifically, texture and materials. The FBX format acts as the intermediary between different file types. Files can be exported from another product to the FBX or ABC format and then imported into Flame.

Paint geometry files are created by the Flame Paint module. If you want to work with polygon geometry in Action, import Paint geometry. Action ignores its animation and attributes, such as its colour, outline, and gradient. For example, in Paint, if you create a blue polygon, animate its scale, and save it as geometry, it is imported in Action as a white polygon with no animation.

NoteSample 3ds Max and FBX model files are located in the usr/discreet/<product_home>/models/(FBX or 3DS) libraries. All models are textured with an identical image. The library consists mostly of geometric primitives such as cubes, cylinders, and spheres.

You can import a 3D model into one or several geometry nodes. You can also import multiple 3D models into a single animated geometry node.

To import a 3D model:

  1. Do one of the following:
    • Drag the Import node from the node bin and place it in the schematic.
    • Drag the Import node from the node bin and place it where you want it in Result view.
    • Double-click the Import node. You do not need to be in Schematic view to add a node in this manner.

    The Import menu and file browser appear.

    NoteWhen selecting Paint, GMask, or Photoshop, the subsequent controls described in this section do not apply. When selecting FBX, other controls appear. See Importing the FBX Format.
  2. From the Import Type box, select the import format.
  3. If the file you want to import has a file extension different from the one specified, type a file extension.
  4. Enable or disable Geometry, Object, and Material options, as needed. See below for descriptions of the options.
  5. Select the file to import from the file browser.
  6. Click Load.

    The 3D model (Geom node) and axis is added to the scene.

    You can change the 3D model's colour, specular highlight, shine, and other material properties. See Working with 3D Geometry.

Geometry Import Settings

Depending on the type of import, some of the options differ.

Import Type box
Select the 3D model type to import.
File Extension field
Displays the default extension for the file type selected in the Import Type box.
Smooth button
Enable to build normals for the 3D model. Enable if you are importing polygons that do not have normals.
Fit button
Enable to scale the imported model to fit into the current frame. When disabled, the imported model maintains the same size in which it was created.
Mesh Animations button
Enable to import the Alembic scene animations and preserve complex geometry animations.
Separate Nodes button
Enable to create individual nodes for all 3D models contained in a file. When disabled, the 3D model is added to the scene with its own axis.
Rotate Axis button
Enable to rotate the 3D model by 90 degrees on the X-axis so that it is compatible with the target's coordinate system.
Create Media button
Enable to load the textures of the geometry to the Media list. If a texture is used in multiple geometry maps, it is loaded only once in the Media list.

To import multiple 3D models into an animated sequence:

  1. Follow the same steps for adding a single 3D model, but from the Import file browser, select multiple 3D models by holding the Shift or Ctrl key.
  2. Once the models are selected, click Load.

    The selected 3D models are loaded to the same line in the Media list.

  3. Double-click the Geometry node in the schematic to access the Geometry menu, then click the Timing tab.

Timing Settings

Animation Mode box
Select the animation mode to use for multiple 3D geometries imported into a single animated geometry node.
Select: To:
Loop Play in a continuous loop.
Once Play once. The 3D geometry is no longer displayed.
Last Still Play once, and hold the last frame.
Timing Animate according to the timing in the animation channel.
Hold field
Displays the number of continuous frames for Loop, Once, or Last Still Animation modes. Editable.
Slip field
Displays the offset to the start point for Loop, Once, or Last Still Animation modes. Editable.
Timing Range option box
Select an option to determine how Frame Timing values outside the timing range of the animation are handled. Available when Timing is selected in the Animation Mode box.
Select: To:
Roll Roll over the Frame Timing value.
Cut (Geometry is not displayed.)
Round Display the first or last geometry (with this option, you can select the first and the last geometry of your animation).
Frame Timing field
Displays the value for the frame in the timing curve. Available when Timing is selected in the Animation Mode box. Editable.