3d solid giant shapes wood for drawing giant
I3D Format
Printable Version
Table of Contents
- Introduction
- Features
- Overview
- Specification
- General Layout
- Materials
- Shapes
- Dynamics
- Scenegraph
- Animation
Introduction
I3D is an eXtensible Markup Language (XML) file format.
A vaild I3D file has upwardly to seven parts: Textures, Materials, Shapes, Dynamics, Scene graph, Animation and Userdata. Dependent on application each part can be omitted.
The XML Schema language is used to draw the I3D feature set. Download: I3D 1.6 Schema
Features
- Scenegraph bureaucracy with
- TransformGroups/Basic: translation, rotation, scale and visibility
- Lights: ambient, point, directional and spot lights
- Cameras: field of view, most and far clipping plane
- Shapes: meshes and nurbs curves (supports geometry instancing)
- Particle Systems
- Animation
- Animation sets
- Clips
- Keyframes: translation, rotation, scale and visibility
- Morph Targets
- User Attributes
- Dynamics
- Particle Systems (Sprite based)
- Surface Emitter
- Gravity Fields
- Air Fields
- Particle Systems (Sprite based)
- Meshes
- Vertices
- Normals
- Vertex colors
- Pare weights
- Texture coordinates (including multiple uv sets)
- Faces (vertex color, normals and texture coordinates per confront)
- Curves
- Nurbscurves
- Shader/Materials
- Multitextures (capricious layered textures)
- Lightmaps
- Bumpmaps/Normalmaps
- Environmentmaps
- Specularmaps
Overview
Specification
Full general Layout
<?xml version="1.0" encoding="iso-8859-1"?>
<i3D name="MyScene" version="1.6" xsi:noNamespaceSchemaLocation="http://i3d.giants.ch/schema/i3d-1.vi.xsd">
<Files>..</Files>
<Materials>..</Materials>
<Shapes>..</Shapes>
<Dynamics>..</Dynamics>
<Scene>..</Scene>
<Animation>..</Blitheness>
<UserAttributes>..</UserAttributes>
</i3D>
Coordinate Systems
I3D uses a right-handed coordinate system.
Files
All used file references are defined hither. File handles are mapped to the corresponding filenames.
<Files>
<File fileId="i" filename="myTexture1.png" relativePath="true"/>
...
</Files>
Materials
Materials used in the materials attribute of Shape nodes within the scenegraph department are defined in this department.
<Materials>
<Cloth name="myShader_001" materialId="12">
<Texture fileId="1"/>
</Material>
...
</Materials>
Shapes
Shapes are defined here and referenced from the scene graph section. This machinery allows multiple instancing of shapes.
Dynamics
Dynamic objects are divers in this part and referenced from the Scene graph department.
<Dynamics>
<ParticleSystem proper name="emitter1" dynamicId="1" type="sprite" rate="0.004" lifespanInfinite="simulated"
speed="0.01" speedRandom="0" tangentSpeed="0" normalSpeed="i" lifespan="10000" maxCount="1000"
spriteScaleX="fifty" spriteScaleY="50" depthSort="false" emitterShape="pCubeShape1" shader="lambert2">
<Gravity force="0 -3 0"/>
<Air velocity="two 0 0"/>
</ParticleSystem>
</Dynamics>
Scenegraph
The Scene graph hierarchy (transformations, bones, joints, shapes, lights, cameras and particle systems) are stored in this department. Shapes, materials and particle systems are stored as references.
<Scene>
<TransformGroup name="myGroup1" translation="1.25 0 -9" nodeId="47">
<Shape name="mySphere" materialIds="i" shapeId="1" nodeId="48"/>
<TransformGroup name="myGroup2" rotation="xc 0 270" nodeId="49">
<Shape proper name="mySphere2" materialIds="1" shapeId="2" nodeId="l"/>
</TransformGroup>
...
</TransformGroup>
...
</Scene>
Scene graph node types
TransformGroup
Attribute | Description | Type | Optional |
---|---|---|---|
name | Proper noun of TransformGroup | string | no |
translation | Translation | complex | yep |
rotation | Rotation, euler guild ZY'10'' | circuitous | yeah |
scale | Scale | complex | yes |
visibility | Visibility | boolean | yes |
kinematic | Kinematic object | boolean | yes |
dynamic | Dynamic object | boolean | yes |
static | Static object | boolean | yes |
compound | Compound parent | boolean | yes |
compoundChild | Compound child | boolean | yes |
collision | Enable standoff | boolean | yes |
ccd | Continuous standoff detection | boolean | yes |
trigger | Trigger | boolean | yes |
fabric | Fabric | boolean | yeah |
restitution | Restitution | bladder | yep |
staticFriction | Static friction | float | yes |
dynamicFriction | Dynamic friction | bladder | yes |
skinWidth | Skin width | float | yep |
density | Density | float | yep |
collisionMask | Collision mask | integer | yes |
articulation | Joint | boolean | aye |
breakableJoint | Breakable joint | boolean | aye |
jointBreakForce | Articulation break force | double | yes |
jointBreakTorque | Joint break torque | double | yes |
project | Enable joint project | boolean | yes |
xAxisDrive | Enable ten axis drive | boolean | yes |
yAxisDrive | Enable y axis drive | boolean | yes |
zAxisDrive | Enable z axis bulldoze | boolean | yeah |
drivePos | Enable bulldoze position | boolean | yeah |
projDistance | Project distance | double | yes |
driveForceLimit | Drive strength limit | double | yes |
driveSpring | Drive spring | double | aye |
driveSpring | Drive spring | double | yes |
solverIterationCount | Solver iteration count | integer | yep |
rotMinX | Rotation minimum x | double | yep |
rotMinY | Rotation minimum y | double | yes |
rotMinZ | Rotation minimum z | double | yes |
rotMaxX | Rotation maximum ten | double | yes |
rotMaxY | Rotation maximum y | double | aye |
rotMaxZ | Rotation maximum z | double | yes |
transMinX | Translation minimum x | double | yes |
transMinY | Translation minimum y | double | aye |
transMinZ | Translation minimum z | double | aye |
transMaxX | Translation maximum x | double | yes |
transMaxY | Translation maximum y | double | yes |
transMaxZ | Translation maximum z | double | yes |
objectMask | Object mask | integer | yes |
nodeId | Node reference id, used for Animation and UserAttributes department | integer | no |
Element | Description | Type | Cardinality |
---|---|---|---|
TransformGroup | Transform grouping node | circuitous | 0..North |
Shape | Shape node | complex | 0..N |
Photographic camera | Camera node | complex | 0..Due north |
Light | Light node | circuitous | 0..North |
Dynamic | Dynamic node (eg. particle arrangement) | complex | 0..N |
Shape
Aspect | Description | Type | Optional |
---|---|---|---|
shapeId | Shape reference id (reference to shapes section) | string | no |
materialIds | List of used textile ids (reference to materials section) | string | no |
skinBindNodeIds | Skin demark node ids | string | yes |
castsShadows | Casts shadows | boolean | yes |
receiveShadows | Receive shadows | boolean | yes |
clipDistance | Clip distance | double | yes |
nonRenderable | Non renderable | boolean | yes |
Camera
Attribute | Description | Type | Optional |
---|---|---|---|
fov | Field of view | double | no |
nearClip | Most clipping plane | double | no |
farClip | Far clipping plane | double | no |
Light
Aspect | Clarification | Blazon | Optional |
---|---|---|---|
blazon | Light type | string | no |
diffuseColor | Diffuse color | complex | yes |
emitDiffuse | Emit lengthened | string | yeah |
specularColor | Specular color | circuitous | aye |
emitSpecular | Emit specular | string | yes |
castShadowMap | Cast shadow Map | boolean | yes |
depthMapBias | Depth map bias | double | yes |
depthMapResolution | Depth map resolution | integer | yeah |
shadowFarDistance | Shadow far fistance | double | yes |
shadowTextureOffset | Shadow texture offset | double | yes |
shadowExtrusionDistance | Shadow extrusion distance | double | yes |
decayRate | Decay rate | integer | yes |
coneAngle | coneAngle | double | yes |
dropOff | dropOff | integer | yes |
projTexture | Projective texture name | string | yep |
range | Range | double | no |
5 Dynamic
Attribute | Description | Type | Optional |
---|---|---|---|
dynamicId | Dynamic id (reference to dynamics section) | string | no |
Example
<Scene>
<Camera name="camera1" translation="0 2.00 6.47" rotation="-13.07 0 0" fov="54.43" nearClip="0.01" farClip="g" nodeId="34"/>
<Light proper name="pointLight1" translation="6.56 5.76 4.04" type="point" diffuseColor="1 one one" range="ten" nodeId="35"/>
<TransformGroup proper noun="group1" translation="1.35 0.96 0.81" nodeId="36">
<Shape proper noun="pCubeShape1" rotation="-23.94 6.49 14.29" materialIds="one 2" shapeId="one" nodeId="37"/>
</TransformGroup>
</Scene>
Animation
Motions are defined in this office. Clips are the basic edifice block and permit Non-Linear Animation by composing multiple clips.
<Animation>
<AnimationSets>
<AnimationSet proper noun="walk_crouched">
<Clip name="walk_crouched1Source" duration="1000">
<Keyframes nodeId="Hips">
<Keyframe time="0" translation="-0.467 13.504 39.842"/>
<Keyframe time="333" translation="-0.559 12.915 39.370"/>
<Keyframe time="one thousand" translation="-2.610 eleven.917 35.462"/>
</Keyframes>
<Keyframes node="Chest">
<Keyframe time="0" rotation="-1.013 -iv.465 0.890"/>
<Keyframe time="666" rotation="10.009 -6.667 4.381"/>
<Keyframe time="m" rotation="11.638 -iii.906 4.115"/>
</Keyframes>
</Prune>
</AnimationSet>
</AnimationSets>
</Animation>
Source: https://gdn.giants-software.com/documentation_i3d.php
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