Unity将场景和物体导出为.obj格式文件

本文介绍如何使用Unity编辑器工具将场景中的预设物体导出为3DMax兼容的.obj文件,详细解释了1米到1厘米的比例转换过程。
摘要由CSDN通过智能技术生成

 

项目中美术有需求,需要将Unity场景中的预设物导出为3DMax可用的.obj格式的文件,所以就写了一个编辑器工具类,根据所选择的场景物体导出,比例关系为 Unity 1米 = 3DMax 1厘米

 

工具栏选项:

 

实例代码:

/** 
 *Copyright(C) 2018 by Qihoo_Blockchain 
 *All rights reserved. 
 *FileName:     EditorObjExporter.cs 
 *Author:       WangDouDou 
 *Version:      1.0 
 *UnityVersion:2018.1.0f2 
 *Date:         2018-11-01 
 *Description:  
 *History: 		
*/

using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System;
using UnityEngine.SceneManagement;

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)
    {
        Mesh m = mf.sharedMesh;
        Material[] mats = mf.GetComponent<Renderer>().sharedMaterials;

        StringBuilder sb = new StringBuilder();

        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(
  • 3
    点赞
  • 7
    收藏
    觉得还不错? 一键收藏
  • 5
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 5
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值