• Unity3D Asset文件导出3DMax 可编辑格式


    本文章由cartzhang编写,转载请注明出处。 全部权利保留。


    文章链接:http://blog.csdn.net/cartzhang/article/details/60878354
    作者:cartzhang

    一、前言


    美术想要一个把unity中*.asset的模型导出来,导成3D Max能够打开的模式。fbx或obj.

    须要导出的格式:

    这里写图片描写叙述
    图1

    也就是须要一个工具,个人认为这个问题。肯定之前Unity的前辈就有解决方法了。于是乎网上一通下载和測试。

    二、解包工具集合


    网络上找来了各种測试。可是没有一个适合我的。非常多都是失败。打不开。


    參考宣雨松的博客。找了还是没有结果。

    这里写图片描写叙述
    图3

    解包工具有非常多种类,
    disunity github地址: https://github.com/ata4/disunity

    还有就是AssetAssetsExport,还有Unity Studio.
    别人的博客里面都有比較多的介绍和说明。这里就具体说了。



    最后还网上wiki里,找到了一个合适的我自己的解包。
    http://wiki.unity3d.com/index.php?

    title=ObjExporter

    三、初步成果


    找到了一个站点:http://wiki.unity3d.com/index.php?

    title=ObjExporter

    能够导出部分对象。


    例如以下图:

    这里写图片描写叙述
    图0

    而原来unity中模型是这个样子的。

    这里写图片描写叙述
    图4

    导出的仅仅有武器和头盔,没有人物主体body.

    四、bug改动

    事实上也不能算bug,或许人家没有这种须要呢。

     Component[] meshfilter = selection[i].GetComponentsInChildren<MeshFilter>();
                MeshFilter[] mf = new MeshFilter[meshfilter.Length];
                int m = 0;
                for (; m < meshfilter.Length; m++)
                {
                    exportedObjects++;
                    mf[m] = (MeshFilter)meshfilter[m];
                }
    


    代码中是要查找全部组件中的MeshFilter,发现SkinnedMeshRender组件竟然没有这个MeshFilter这个组件,所以总会导出少一个,而这个竟然是人的主体。

    这里写图片描写叙述
    图5

    本来说让美术自己加入一个MeshFilter组件,然后依据mesh render中的mesh自己来加入一个相应的mesh.

    既然是程序。那就想办法。思路非常明显,既然是有meshrender,就从这入手呗。



    代码还是不难度。

    // 没有meshFilter。加入一个meshFilter.
                SkinnedMeshRenderer[] meshfilterRender = selection[i].GetComponentsInChildren<SkinnedMeshRenderer>();
                for (int j = 0; j < meshfilterRender.Length; j++)
                {   
                    if (meshfilterRender[j].GetComponent<MeshFilter>() == null)
                    {
                        meshfilterRender[j].gameObject.AddComponent<MeshFilter>();
                        meshfilterRender[j].GetComponent<MeshFilter>().sharedMesh = Instantiate(meshfilterRender[j].sharedMesh);
                    }
                }


    这样改动过,就会自己主动在没有MeshFilter,可是有skinnedMeshRender组件的节点下,加入一个MeshFilter,然后就能够正常导出成.obj文件,与.FBX是相似的。都能够被3D max编辑使用。

    这里写图片描写叙述
    图7

    最后的在VS中看的模型,由于没有安装3Dmax.

    这里写图片描写叙述
    图6

    尽管看起来简陋,可是满足他们小须要,就好了。

    贴出基本的代码:

    /*
    Based on ObjExporter.cs, this "wrapper" lets you export to .OBJ directly from the editor menu.
    
    This should be put in your "Editor"-folder. Use by selecting the objects you want to export, and select
    the appropriate menu item from "Custom->Export". Exported models are put in a folder called
    "ExportedObj" in the root of your Unity-project. Textures should also be copied and placed in the
    same folder.
    N.B. there may be a bug so if the custom option doesn't come up refer to this thread http://answers.unity3d.com/questions/317951/how-to-use-editorobjexporter-obj-saving-script-fro.html 
    
    Updated for Unity 5.3
    
    2017-03-07
    @cartzhang
    fixed can not create obj file in folder.
    */
    
    using UnityEngine;
    using UnityEditor;
    using UnityEditor.SceneManagement;
    using System.Collections;
    using System.Collections.Generic;
    using System.IO;
    using System.Text;
    using System;
    
    struct ObjMaterial
    {
        public string name;
        public string textureName;
    }
    
    public class EditorObjExporter : ScriptableObject
    {
        private static int vertexOffset = 0;
        private static int normalOffset = 0;
        private static int uvOffset = 0;
    
    
        //User should probably be able to change this. It is currently left as an excercise for
        //the reader.
        private static string targetFolder = "ExportedObj";
    
    
        private static string MeshToString(MeshFilter mf, Dictionary<string, ObjMaterial> materialList)
        {
            Debug.Assert(null != mf);
            Mesh m = mf.sharedMesh;
            Material[] mats = mf.GetComponent<Renderer>().sharedMaterials;
    
            StringBuilder sb = new StringBuilder();
            if (null == m)
                return sb.ToString();
    
            sb.Append("g ").Append(mf.name).Append("
    ");
            foreach (Vector3 lv in m.vertices)
            {
                Vector3 wv = mf.transform.TransformPoint(lv);
    
                //This is sort of ugly - inverting x-component since we're in
                //a different coordinate system than "everyone" is "used to".
                sb.Append(string.Format("v {0} {1} {2}
    ", -wv.x, wv.y, wv.z));
            }
            sb.Append("
    ");
    
            foreach (Vector3 lv in m.normals)
            {
                Vector3 wv = mf.transform.TransformDirection(lv);
    
                sb.Append(string.Format("vn {0} {1} {2}
    ", -wv.x, wv.y, wv.z));
            }
            sb.Append("
    ");
    
            foreach (Vector3 v in m.uv)
            {
                sb.Append(string.Format("vt {0} {1}
    ", v.x, v.y));
            }
    
            for (int material = 0; material < m.subMeshCount; material++)
            {
                sb.Append("
    ");
                sb.Append("usemtl ").Append(mats[material].name).Append("
    ");
                sb.Append("usemap ").Append(mats[material].name).Append("
    ");
    
                //See if this material is already in the materiallist.
                try
                {
                    ObjMaterial objMaterial = new ObjMaterial();
    
                    objMaterial.name = mats[material].name;
    
                    if (mats[material].mainTexture)
                        objMaterial.textureName = AssetDatabase.GetAssetPath(mats[material].mainTexture);
                    else
                        objMaterial.textureName = null;
    
                    materialList.Add(objMaterial.name, objMaterial);
                }
                catch (ArgumentException)
                {
                    //Already in the dictionary
                }
    
    
                int[] triangles = m.GetTriangles(material);
                for (int i = 0; i < triangles.Length; i += 3)
                {
                    //Because we inverted the x-component, we also needed to alter the triangle winding.
                    sb.Append(string.Format("f {1}/{1}/{1} {0}/{0}/{0} {2}/{2}/{2}
    ",
                        triangles[i] + 1 + vertexOffset, triangles[i + 1] + 1 + normalOffset, triangles[i + 2] + 1 + uvOffset));
                }
            }
    
            vertexOffset += m.vertices.Length;
            normalOffset += m.normals.Length;
            uvOffset += m.uv.Length;
    
            return sb.ToString();
        }
    
        private static void Clear()
        {
            vertexOffset = 0;
            normalOffset = 0;
            uvOffset = 0;
        }
    
        private static Dictionary<string, ObjMaterial> PrepareFileWrite()
        {
            Clear();
    
            return new Dictionary<string, ObjMaterial>();
        }
    
        private static void MaterialsToFile(Dictionary<string, ObjMaterial> materialList, string folder, string filename)
        {
            using (StreamWriter sw = new StreamWriter(folder + Path.DirectorySeparatorChar + filename + ".mtl"))
            {
                foreach (KeyValuePair<string, ObjMaterial> kvp in materialList)
                {
                    sw.Write("
    ");
                    sw.Write("newmtl {0}
    ", kvp.Key);
                    sw.Write("Ka  0.6 0.6 0.6
    ");
                    sw.Write("Kd  0.6 0.6 0.6
    ");
                    sw.Write("Ks  0.9 0.9 0.9
    ");
                    sw.Write("d  1.0
    ");
                    sw.Write("Ns  0.0
    ");
                    sw.Write("illum 2
    ");
    
                    if (kvp.Value.textureName != null)
                    {
                        string destinationFile = kvp.Value.textureName;
    
    
                        int stripIndex = destinationFile.LastIndexOf(Path.DirectorySeparatorChar);
    
                        if (stripIndex >= 0)
                            destinationFile = destinationFile.Substring(stripIndex + 1).Trim();
    
    
                        string relativeFile = destinationFile;
    
                        destinationFile = folder + Path.DirectorySeparatorChar + destinationFile;
    
                        Debug.Log("Copying texture from " + kvp.Value.textureName + " to " + destinationFile);
    
                        try
                        {
                            //Copy the source file
                            File.Copy(kvp.Value.textureName, destinationFile);
                        }
                        catch
                        {
    
                        }
    
    
                        sw.Write("map_Kd {0}", relativeFile);
                    }
    
                    sw.Write("
    
    
    ");
                }
            }
        }
    
        private static void MeshToFile(MeshFilter mf, string folder, string filename)
        {
            Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();
    
            using (StreamWriter sw = new StreamWriter(folder + Path.DirectorySeparatorChar + filename + ".obj"))
            {
                sw.Write("mtllib ./" + filename + ".mtl
    ");
    
                sw.Write(MeshToString(mf, materialList));
            }
    
            MaterialsToFile(materialList, folder, filename);
        }
    
        private static void MeshesToFile(MeshFilter[] mf, string folder, string filename)
        {
            Dictionary<string, ObjMaterial> materialList = PrepareFileWrite();
    
            using (StreamWriter sw = new StreamWriter(folder + Path.DirectorySeparatorChar + filename + ".obj"))
            {
                sw.Write("mtllib ./" + filename + ".mtl
    ");
    
                for (int i = 0; i < mf.Length; i++)
                {
                    sw.Write(MeshToString(mf[i], materialList));
                }
            }
    
            MaterialsToFile(materialList, folder, filename);
        }
    
        private static bool CreateTargetFolder()
        {
            try
            {
                System.IO.Directory.CreateDirectory(targetFolder);
            }
            catch
            {
                EditorUtility.DisplayDialog("Error!", "Failed to create target folder!", "");
                return false;
            }
    
            return true;
        }
    
        [MenuItem("Custom/Export/Export whole selection to single OBJ")]
        static void ExportWholeSelectionToSingle()
        {
            if (!CreateTargetFolder())
                return;
    
    
            Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
    
            if (selection.Length == 0)
            {
                EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
                return;
            }
    
            int exportedObjects = 0;
    
            ArrayList mfList = new ArrayList();
    
            for (int i = 0; i < selection.Length; i++)
            {
                Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter));
    
                for (int m = 0; m < meshfilter.Length; m++)
                {
                    exportedObjects++;
                    mfList.Add(meshfilter[m]);
                }
            }
    
            if (exportedObjects > 0)
            {
                MeshFilter[] mf = new MeshFilter[mfList.Count];
    
                for (int i = 0; i < mfList.Count; i++)
                {
                    mf[i] = (MeshFilter)mfList[i];
                }
    
                string filename = EditorSceneManager.GetActiveScene().name + "_" + exportedObjects;
    
                int stripIndex = filename.LastIndexOf(Path.DirectorySeparatorChar);
    
                if (stripIndex >= 0)
                    filename = filename.Substring(stripIndex + 1).Trim();
    
                MeshesToFile(mf, targetFolder, filename);
    
    
                EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects to " + filename, "");
            }
            else
                EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
        }
    
    
    
        [MenuItem("Custom/Export/Export each selected to single OBJ")]
        static void ExportEachSelectionToSingle()
        {
            if (!CreateTargetFolder())
                return;
    
            Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab);
    
            if (selection.Length == 0)
            {
                EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
                return;
            }
    
            int exportedObjects = 0;
    
    
            for (int i = 0; i < selection.Length; i++)
            {
                // 没有meshFilter,加入一个meshFilter.
                SkinnedMeshRenderer[] meshfilterRender = selection[i].GetComponentsInChildren<SkinnedMeshRenderer>();
                for (int j = 0; j < meshfilterRender.Length; j++)
                {   
                    if (meshfilterRender[j].GetComponent<MeshFilter>() == null)
                    {
                        meshfilterRender[j].gameObject.AddComponent<MeshFilter>();
                        meshfilterRender[j].GetComponent<MeshFilter>().sharedMesh = Instantiate(meshfilterRender[j].sharedMesh);
                    }
                }
    
                Component[] meshfilter = selection[i].GetComponentsInChildren<MeshFilter>();
                MeshFilter[] mf = new MeshFilter[meshfilter.Length];
                int m = 0;
                for (; m < meshfilter.Length; m++)
                {
                    exportedObjects++;
                    mf[m] = (MeshFilter)meshfilter[m];
                }
    
                MeshesToFile(mf, targetFolder, selection[i].name + "_" + i);
            }
    
            if (exportedObjects > 0)
            {
                EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects", "");
            }
            else
                EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
        }
    
    }


    能够直接复制到直接的项目中使用。

    五、怎么使用呢?


    首先把代码复制到项目中,直接下载project也行。

    步骤一

    这里写图片描写叙述
    图8

    步骤二

    这里写图片描写叙述
    图10

    步骤三

    这里写图片描写叙述
    图11

    就能够使用你的模型编辑工具来查看了。

    五、源代码和演示样例project


    源代码地址:

    https://github.com/cartzhang/unity_lab/blob/master/ExportFbx/UnityAssetExportFBX/Assets/Editor/OBJExport/EditorObjExporter.cs

    演示样例project地址:
    https://github.com/cartzhang/unity_lab/tree/master/ExportFbx/UnityAssetExportFBX

    博客图片地址:
    https://github.com/cartzhang/unity_lab/tree/master/ExportFbx/Img

    Github readme:
    https://github.com/cartzhang/unity_lab/blob/master/ExportFbx/Unity%20asset%E6%96%87%E4%BB%B6%20%E5%AF%BC%E5%87%BAOBJ.md

    六、參考

    【1】http://www.xuanyusong.com/archives/3618

    【2】https://forums.inxile-entertainment.com/viewtopic.php?t=13724

    【3】http://www.cnblogs.com/Niger123/p/4261763.html

    【4】http://prog3.com/sbdm/download/download/akof1314/9097153

    【5】http://wiki.unity3d.com/index.php?

    title=ObjExporter

    【6】https://github.com/KellanHiggins/UnityFBXExporter/tree/master/Assets/Packages/UnityFBXExporter

    七。最后但不是不重要


    Asset导出成FBX的格式:https://github.com/cartzhang/UnityFBXExporter

    与上面介绍的不是一个方法。可是思路都一样。这个源代码能够把纹理和材质都匹配上去,当然我也做了略微的改动。修复了之前的小bug。



    非常感谢,欢迎留言!!

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  • 原文地址:https://www.cnblogs.com/zhchoutai/p/8506141.html
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