3ds Max 2010 / 2012 工作区文件解析
我们正在解析需要保留哪些 3ds Max 文件作为 Xna 游戏引擎应用程序的“源”。
当然,我们还需要保留.X(ActiveX 模型文件)。我明白了。
然而,我们的 3D 开发人员放弃了我们,让我们陷入了困境。我现在面临着解析要保留哪些文件的不光彩的任务。
我们有一堆实用程序、PDF 文档和其他我认为混合了必要内容的“噪音”文件,例如 .X、.MAX、.VRMESH(我认为?)或其他此类文件。
有没有关于清点我们拥有的、需要保留的、可以删除的、或者至少存档的(无论如何我们都有)的清单时要注意什么的指示?
谢谢...
迈克尔
We are in the process of parsing out what 3ds Max files we need to keep as "source" for an Xna Game engine application.
Necessarily, there are .X (ActiveX model files) we need to keep of course. That I understand.
However, our 3D developer bailed on us and left us in a lurch. I am now tasked with the inglorious task of parsing which files to keep.
We've got a bunch of utilities, PDF documentation and other, what I would consider, "noise" files comingling the necessary stuff, like .X, .MAX, .VRMESH (I think?) or other such files.
Any pointers on what to watch out for taking an inventory what we've got, need to keep, could get rid of, or at least archive (which we have anyway)?
Thanks...
Michael
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3ds Max 中有一个称为资产跟踪的功能。它可以让您查看(并更改)场景的所有纹理路径。获取每个 3ds Max 场景的最新版本,浏览资源列表并将每个引用的纹理复制到所需的文件夹。请注意,此处可以使用相对路径。
我确信下次您将为您的艺术家提供有关文件夹结构、源代码控制和一般组织的指示!
In 3ds Max there's a feature called Asset Tracking. It lets you see (and change) all the texture paths for the scene. Take the latest version of every 3ds Max scene, go through the asset list and copy each referenced texture to the desired folder. Note that it's possible to use relative paths here.
I'm sure next time you'll provide your artists with a directive on folder structure, source control and general organisation!.