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楼主 |
发表于 2004-6-12 01:13:00
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Re:3DS文件完整信息
0xAFFF : Material block
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Chunk # : 0xAFFF
Name : Material editor chunk
Level : 2
Size : 0 + sub-chunks
Father : 0x3D3D (3D editor chunk)
Format :
-----------------------------------------------------------------------------
Chunk # : 0xA000
Name : Material name
Level : 3
Size : varying
Father : 0xAFFF (Material block)
Format :
strz Material name
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Chunk # : 0xA010
Name : Material ambient color
Level : 3
Size : 0 + sub-chunks
Father : 0xAFFF (Material block)
Format :
This chunk contains color chunks (in gen. rgb byte & rgb byte gamma)
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Chunk # : 0xA020
Name : Material diffuse color
Level : 3
Size : 0 + sub-chunks
Father : 0xAFFF (Material block)
Format :
This chunk contains color chunks (in gen. rgb byte & rgb byte gamma)
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Chunk # : 0xA030
Name : Material specular color
Level : 3
Size : 0 + sub-chunks
Father : 0xAFFF (Material block)
Format :
This chunk contains color chunks (in gen. rgb byte & rgb byte gamma)
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Chunk # : 0xA040
Name : Material shininess percent
Level : 3
Size : 0 + sub-chunk
Father : 0xAFFF (Material block)
Format :
This chunk contains a percent chunk (in gen. int format)
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Chunk # : 0xA041
Name : Material shininess strength percent
Level : 3
Size : 0 + sub-chunk
Father : 0xAFFF (Material block)
Format :
This chunk contains a percent chunk (in gen. int format)
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Chunk # : 0xA200 - 0xA34C
Name : Map
Level : 3
Size : 0 + sub-chunk
Father : 0xAFFF (Material block)
Format :
These chunks define the different maps (see chunk tree). They contain the
sub-chunks for all maps, such as mapping filename name or U/V scale.
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Chunk # : 0xA300
Name : Mapping filename
Level : 4
Size : varying
Father : 0xA200 - 0xA34C (Map)
Format :
strz Filename
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Chunk # : 0xA354
Name : V scale
Level : 4
Size : 4
Father : 0xA200 - 0xA34C (Map)
Format :
float V scale
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Chunk # : 0xA356
Name : U scale
Level : 4
Size : 4
Father : 0xA200 - 0xA34C (Map)
Format :
float U scale
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Chunk # : 0xA358
Name : U offst
Level : 4
Size : 4
Father : 0xA200 - 0xA34C (Map)
Format :
float U offset
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Chunk # : 0xA35A
Name : V offst
Level : 4
Size : 4
Father : 0xA200 - 0xA34C (Map)
Format :
float V offset
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Chunk # : 0xA35A
Name : Rotation angle
Level : 4
Size : 4
Father : 0xA200 - 0xA34C (Map)
Format :
float Rotation angle
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K E Y F R A M E R C H U N K
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Chunk # : 0xB000
Name : Keyframer
Level : 1
Size : 0 + sub-chunks
Father : 0x4D4D (Main chunk)
Format :
The goal of the keyframer datas is to describe the move of
- The objects in the scene (like a cube ...)
- The lights (ambient, omni or spot)
- The cameras
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Chunk # : 0xB001..0xB007
Name : Information block
Level : 2
Size : 0 + sub-chunks
Father : 0xB000 (Keyframer chunk)
Format :
The information block is a chunk constituted of sub-chunks describing the
move of a particular object, or camera:
0xB001 : Ambient light information block
0xB002 : Mesh information block
0xB003 : Camera information block
0xB004 : Camera target information block
0xB005 : Omni light information block
0xB006 : Spot light target information block
0xB007 : Spot light information block
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Chunk # : 0xB008
Name : Frames (Start and End)
Level : 2
Size : 8
Father : 0xB000 (Keyframer chunk)
Format :
dword Start
dword End
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Chunk # : 0xB010
Name : Object name, parameters and hierarchy father
Level : 3
Size : varying
Father : 0xB001..0xB007 Information block
Format :
strz Object Name
word Flag1
* Bit 11 : Hidden
word Flag2
* Bit 0 : Show path
* Bit 1 : Animate smoothing
* Bit 4 : Object motion blur
* Bit 6 : Morph materials
word Hierarchy father, link to the parent object (-1 for none)
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Chunk # : 0xB013
Name : Object pivot point
Level : 3
Size : 12
Father : 0xB001..0xB007 Information block
Format :
vector Pivot point
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Chunk # : 0xB020..0xB029
Name : Track
Level : 3
Size : varying
Father : 0xB001..0xB007 Information block
Format :
word Flag
* Bits 0-1 : 0 = single
2 = repeat
3 = loop
* Bit 3 : lock X
* Bit 4 : lock Y
* Bit 5 : lock Z
* Bit 7 : unlink X
* Bit 8 : unlink Y
* Bit 9 : unlink Z
8 byte Unknown
dword Number of keys in this track
Then, for each key:
dword Key number (position in track)
word Acceleration data present (flag) Range:
* Bit 0 : Tension follows [-1.0, 1.0]
* Bit 1 : Continuity follows [-1.0, 1.0]
* Bit 2 : Bias follows [-1.0, 1.0]
* Bit 3 : Ease to follows [ 0.0, 1.0]
* Bit 4 : Ease from follows [ 0.0, 1.0]
n floats Acceleration data
? Track specific data
Track specific data is:
0xB020 : Position track : 1 vector Position
0xB021 : Rotation track : 1 float Angle (rad)
1 vector Axis
0xB022 : Scale track : 3 floats Size
0xB023 : FOV track : 1 float Angle (degree)
0xB024 : Roll track : 1 float Angle (degree)
0xB025 : Color track :
0xB026 : Morph track : 1 strz Object name
0xB027 : Hotspot track : 1 float Angle (degree)
0xB028 : Falloff track : 1 float Angle (degree)
0xB029 : Hide track : nothing
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Chunk # : 0xB030
Name : Hierarchy position
Level : 3
Size : 2
Father : 0xB001..0xB007 Information block
Format :
word Hierarchy
This word contains a unique value for the object and is used for the
hierarchy tree links.
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