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输出节点

Any part of the scene (both a single node or a group of nodes including all children) can be exported from UnigineEditor and saved to a .node, .mesh or .fbx file.场景的任何部分(单个节点或包含所有子节点的一组节点)都可以从UnigineEditor导出,并保存为*.node*.mesh*.fbx文件。

Exporting Nodes to a NodeReference
导出节点到NodeReference#

Any node (or nodes) from the World Hierarchy can be exported to a Node Reference. Exporting a node to a Node Reference may be required, for example, if you want to implement instancing of nodes in your project.World Hierarchy中的任何节点(或多个节点)都可以导出到 Node Reference。例如,如果您想在项目中实现节点的实例化,则可能需要将节点导出到Node Reference

To export a node to a .node file, right-click the target node in the World Hierarchy window and choose Create a NodeReference in the drop-down list.要将节点导出到.node文件,在World Hierarchy窗口中右键单击目标节点,并在下拉列表中选择Create a NodeReference

Exporting Node to NodeReference将Node导出为NodeReference

Another way to export a node (nodes) is to select it in any available way and choose Edit -> Convert To NodeReference in the Menu Bar. In both cases, the selected node will be converted to NodeReference, and the .node file named after the node will be created.导出节点的另一种方法是以任何可用的方式选择它,并在菜单栏中选择Edit -> Convert To NodeReference。在这两种情况下,选中的节点都将被转换为NodeReference,并且将创建以该节点命名的.node文件。

If you select several nodes, they will be exported to a single .node file as child nodes of the Dummy Node.如果选择了几个节点,它们将作为Dummy Node的子节点导出到单个*.node文件中。

The exported node will be saved in local coordinates (relative to the zero of coordinates or to the parent node, if any).导出的节点将保存在本地坐标中(相对于坐标零或父节点,如果有的话)。

Exporting Nodes to a Mesh
导出节点到Mesh#

Exporting nodes to a mesh may be required, for example, when you have several mesh-based nodes, and you want to get them as a single mesh.可能需要将节点导出到网格,例如,当您有多个基于网格的节点,并且希望将它们作为单个网格时。

Nodes of the following object-related types can be exported to the .mesh file:以下对象相关类型的节点可以导出到*.mesh文件:

To export a node to a .mesh file, right-click the target node in the World Hierarchy window and choose Export to -> UNIGINE Mesh file (.mesh) in the drop-down list.要将节点导出到.mesh文件,请右键单击World Hierarchy窗口中的目标节点,并在下拉列表中选择Export to -> UNIGINE Mesh file (.mesh)

注意
The exported mesh will be saved in the world coordinates.导出的网格将保存在世界坐标中。

Exporting Node to Mesh导出节点到网格

The exported mesh can be used, for example, to create a mesh-based node.例如,可以使用导出的网格创建一个 mesh-based节点

Exporting Nodes to FBX
导出节点到FBX#

Exporting nodes to an .fbx file provides a wide range of use cases for artists: for example, after exporting the scene you can bake lightmaps with the 3rd-party tool (for example, V-Ray).将节点导出到.fbx文件为艺术家提供了广泛的用例:例如,在导出场景后,您可以使用第三方工具(例如,V-Ray)烘烤光照图。

Nodes of the following types can be exported to the .fbx file:以下类型的节点可以导出到*.fbx文件:

注意
If you export a node of any other type, an empty .fbx file will be created.如果你出口任何其他类型的节点,一个空.fbx文件将被创建。

  • When exporting a static or dynamic mesh that has more than one surface with the same material, a separate mesh for each surface will be created and saved in the FBX container.当导出具有多个具有相同材质的表面的静态或动态网格时,将为每个表面创建一个单独的网格并将其保存在 FBX 容器Б中。
  • When exporting a Node Reference, the node stored by the reference (in the .node file) will be exported.当出口Node Reference,节点存储的参考(*.node文件)将被导出。

To export a node to an .fbx file, right-click the target node in the World Hierarchy window and choose Export to -> FBX in the drop-down list.要将节点导出到*.fbx文件,请右键单击World Hierarchy窗口中的目标节点,并在下拉列表中选择Export to -> FBX

Exporting Node to FBX导出节点到FBX

The following window will open:以下窗口将被打开:

FBX export settings

Name Name of the target FBX file.目标FBX文件的名称。
Destination Destination folder for the generated FBX file.生成的FBX文件的目标文件夹。
Save root transform

Preserve current transformations, when exporting selection to FBX. Uncheck to have your FBX content located at the origin (0,0,0) with default orientation.在将选择导出到FBX时,保留当前的转换。取消选中将使你的FBX内容以默认方向位于原点(0,0,0)

注意
  • When exporting a static or dynamic mesh that has more than one surface with the same material, transformation of each created mesh is saved in the parent coordinates. In this case, the parent of the meshes is the static/dynamic mesh that is exported.导出具有多个具有相同材质的表面的静态或动态网格时,每个创建的网格 的变换都会保存在父坐标中。 在这种情况下,网格的父级是导出的静态/动态网格。
  • When exporting a Node Reference, transformation of this Node Reference is saved rather than transformation of the node stored by the reference.导出Node Reference时,将保存这个Node Reference的转换,而不是引用中存储的节点的转换。
Embed textures Embed currently assigned textures into the target FBX file together with the geometry.嵌入当前分配的纹理到目标FBX文件连同几何形状。
Separate surfaces into meshes Split all surfaces into separate meshes inside the target FBX container.所有表面分割成单独的网格内目标FBX容器。
Overwrite file if name matches Overwrite the target file having a name that matches the specified one.覆盖名称与指定名称匹配的目标文件。

You can export both a single node or nodes hierarchy tree branch. However, exporting to FBX is available only if one node in the hierarchy is selected. To export the hierarchy tree branch, select and export the parent node: the child nodes will be exported as well. If you need to export the whole scene or its part, the nodes should be added as children to a Dummy or Layer node in the hierarchy.您可以导出一个节点或节点层次结构树分支。然而,出口FBX是可用的选择只有一个节点的层次结构。出口层次树分支,选择父节点和出口:子节点将被导出。如果你需要出口整个场景或其部分,孩子到时的节点应该添加DummyLayer节点的层次结构。

注意
If you export the hierarchy tree branch, only nodes that are on the list of the supported types will be exported.如果您导出层次树分支,那么只会导出支持类型列表中的节点。

Exporting Nodes to USD
将节点导出为美元#

注意
The UsdExporter plugin is available in Engineering and Sim editions only.UsdExporter插件仅在EngineeringSim版本中可用。

You can export the scene content (including models, light sources, etc.) to a *.usd / *.usda / *.usdc (Universal Scene Description) file.您可以导出场景内容(包括模型、光源等)。)到一个*.usd / *.usda / *.usdc(Universal Scene Description)文件。

Nodes of the following types can be exported to the USD file:可以将以下类型的Nodes导出到USD文件中:

注意
If you export a node of any other type, an empty file will be created.如果导出任何其他类型的节点,将创建一个空文件。

When exporting a Node Reference, the node stored by the reference (in the *.node file) will be exported.导出Node Reference时,将导出引用存储的节点(在*.node文件中)。

To export a node to a USD file, right-click the target node in the World Nodes window and choose Export To -> Universal Scene Description file (.usd .usdc .usda) in the drop-down list.要将节点导出到USD文件,请右键单击World Nodes窗口中的目标节点,然后在下拉列表中选择Export To -> Universal Scene Description file (.usd .usdc .usda)

Exporting Node to USD将节点导出到美元

The following window will open:将打开以下窗口:

USD export settings

Name Name of the target USD file.目标USD文件的名称。
Extension

Format of the target USD file, either of the following:目标美元文件的格式,以下任一格式:

  • usda - textusda-text
  • usdc - binaryusdc-二进制
  • usd - the default (binary usdc)usd-默认(二进制usdc)
Destination Destination folder for the generated USD file.生成的USD文件的目标文件夹。
Save root transform

Preserve current transformations, when exporting selection to USD. Uncheck to have your USD content located at the origin (0,0,0) with default orientation.将所选内容导出为美元时,保留当前转换。 取消选中您的美元内容位于原始(0,0,0)与默认方向。

注意
  • When exporting a static or dynamic mesh that has more than one surface with the same material, transformation of each created mesh is saved in the parent coordinates. In this case, the parent of the meshes is the static/dynamic mesh that is exported.当导出具有多个具有相同材质的曲面的静态或动态网格体时,每个创建的网格体的变换都保存在父坐标中。 在这种情况下,网格体的父级是导出的静态/动态网格体。
  • When exporting a Node Reference, transformation of this Node Reference is saved rather than transformation of the node stored by the reference.当导出一个Node Reference时,这个Node Reference的变换被保存,而不是由引用存储的节点的变换。
Embed textures Embed currently assigned textures into the target USD file together with the geometry.将当前分配的纹理与几何体一起嵌入到目标USD文件中。
Separate surfaces into meshes Split all surfaces into separate meshes inside the target USD file.将所有表面拆分为目标USD文件内的单独网格。
Overwrite file if name matches Overwrite the target file having a name that matches the specified one.复盖名称与指定名称匹配的目标文件。

You can export both a single node or nodes hierarchy tree branch. However, exporting to USD is available only if one node in the hierarchy is selected. To export the hierarchy tree branch, select and export the parent node: the child nodes will be exported as well. If you need to export the whole scene or its part, the nodes should be added as children to a Dummy or Layer node in the hierarchy.您可以导出单个节点或节点层次结构树分支。 但是,仅当选择层次结构中的一个节点时,导出到USD才可用。 要导出层次结构树分支,请选择并导出父节点:子节点也将被导出。 如果需要导出整个场景或其部分,则应将节点作为子节点添加到层次结构中的DummyLayer节点。

注意
If you export the hierarchy tree branch, only nodes that are on the list of the supported types will be exported.如果导出层次结构树分支,则只导出支持类型列表中的节点。
最新更新: 2024-09-16
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