9

580 Chapter 20: Managing Scenes and Projects
Scale group
Global—Setsthebonelengthscalefactorinthe
export file.
Ok Proceeds with HTR/HTR2 export, using t he
current sett ings.
CancelCancels HTR/HTR2 export.
Shockwave Files ( W3D)
You can set up 3D scenes and animations in
3ds Max, and then export them in Shockwave 3D
(W3D) format for use in interactive presentations
in Macromedia Director . To start this process,
choose File menu > Export, and choose
Shockwave3DSceneExport(*.W3D)asthefile
type.ChoosingthisformatopenstheShockwave
3D Scene Export Options dialog (page 3–581).
The Shockwave exporter in 3ds Max offers
significant differences from the 3ds Max exporter
previously available from Macromedia. When you
prepare a scene for export ing to Director, please b e
aware of the following:
B ones require special consideration when
being expor ted to Shockwave 3D format. See
“Exporting Bones below.
Hidden objects are not exported. However,
bones are exported whether hidden or not.
The exporter supports specular lighting for
light sources with Specular turned on in the
General Parameters rollout > Affect Surfaces
group.
Some types of mapping distort or disappear
on export. Whenever possible, use
Multi/ Sub-Object m aterials rather than maps.
Exporting B ones
The exporter supports character animation u sing
bones and the Skin modifier, or a character
studio® biped with the Physique® modifier. B ones
are exported not as geometry, but as Shockwave
3D bones.
If the bones deform a mesh with the Skin modifier,
the scene must be arranged in a specific manner to
cause the bones and mesh to export properly:
All bones for each mesh object must b e linked,
and linked contiguously. In other words, each
bone must link to another bone, with one bone
actingastherootfortheentirehierarchy.
You’ll get the best results if all bones are created
in the same view port, and bones are created
individually (not copied or mirrored).
All vertices in the skinned mesh must be
assigned to at least one bone, even if they
constitute a part of the mesh that isn’t animated.
Otherwise, the mesh will distort on export.
You must group the bones and the skinned
mesh with the Group menu > Group command
prior to export. If you have more than one set
of bones with skinned meshes, create a separate
group for each.
You can also export animation on IK chains and
dummy objects. These objects must be grouped
with the skin and bones to export correctly.
For more tips on working with bones animation
and the Shockwave 3D Exporter, visit the
M
acromedia Web site.Also,searchthe
Macromedia site for bones shockwave export”
(w ithout the quotes).