Glossary

3DS and PRJ Files



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3DS is the 3D Studio R4 mesh-file format and PRJ is the 3D Studio R4 (for DOS) project-file format. You can import both these types of files into the software, as well as DXF and SHP files. You can export 3DS files and DXF files.

See also

Importing 3DS Files

Importing PRJ Files

Exporting to 3DS

Importing PRJ and 3DS Files

When you import a 3DS file, you get the following:

  • Backgrounds (solid, gradient, and bitmap).

  • Fog, Layered Fog, and Distance Cue.

  • Ambient light level.

  • Subtractive transparency is converted to "Filter" transparency, and the filter color is set equal to the diffuse color.

  • Transparency falloff settings.

  • All map channels that are enabled. Map channels that are turned off in the .3ds file do not import.

  • All map parameters, including UV transforms, Negative, Mirror, and Rotation. Some Map Parameters such as Blur, Luma, and RGB and Alpha work much differently. These values are converted to new values that produce a similar effect.

  • Mask bitmaps are imported as a mask texture.

  • When materials with both Texture 1 and Texture 2 are imported, a composite texture is created and added to the Standard material's Diffuse channel.

  • Reflection maps, auto-cubics and mirrors.

  • Automatic reflection map Nth frame and Map Size settings.

  • SXP translation for Marble and Noise materials.

  • 3DS/DOS IK joint parameters.

  • 3DSurfer patch data.

The following information is not imported from a 3DS file:

  • Keyframer instances

  • Map channels that are turned off

  • Custom .CUB-format cubic maps

  • Decal transparency using the RGB color of the upper-left pixel of the map

    When you import a PRJ file, you get all of the above, plus Shapes.

Exporting to 3DS Files

The following rules determine what is exported to the 3DS format:

  • Position, Rotation, and Scale animation. If the controller is a TCB controller, the TCB, Ease In, and Ease Out values are also saved. If the controller is any other type of key controller, the keys are saved but the tangent information is lost. If the controller is not a key controller, only the object's transformation at frame 0 is saved.

  • Basic material color/parameters from the Standard material.

  • Single maps with their amount, offsets, scales, etc.

  • Composite and procedural maps don't export.

  • Auto-cubics and Mirrors export.

  • UV mapping coordinates can be exported.

    UV mapping coordinates are exported if the toggle Preserve MAX's Texture Coordinates is turned on in the Export Scene to .3DS File dialog. See Exporting to 3DS.

    A vertex in a 3DS file can have only one texture coordinate. If a vertex in the Autodesk VIZ file has multiple mapping coordinates, it is split into multiple 3DS vertices on export, to preserve the mapping.

  • Grouped object transformations don't export to the 3D Editor because there's no concept of group hierarchy in the 3D Editor. Groups do export to the Keyframer because the Keyframer understands hierarchies.

  • Target cameras, target spotlights and omni lights.

  • Most "static" parameters for cameras and lights, and animation tracks for Roll, Falloff, Hotspot, and FOV are exported. Global shadow parameters are not exported.

  • All non-mesh geometry, such as procedural primitives and patches, are collapsed to meshes before export.

  • Objects are exported as they exist on the frame that displays at export time.

  • Meshes are saved with edge display information and smoothing groups.

  • Instances are saved as Keyframer instances.


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