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.3ds
please note:
- the content below is remote from Wikipedia
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{{Short description|File format used by the Autodesk 3ds Max}}{{about|the Autodesk 3DS Max file format|the name of the file format of N3DS game files information|Nintendo 3DS|other uses|3ds (disambiguation)}}- the content below is remote from Wikipedia
- it has been imported raw for GetWiki
factoids | |
---|---|
Structure
3ds is a binary file format.The format is based in chunks, where each section of data is embedded in a block that contains a chunk identifier and the length of the data (to provide the location of the next main block), as well as the data itself. This allows parsers to skip chunks they don't recognize, and allows for extensions to the format.The chunks form a hierarchical structure, similar to an xml DOM tree. The first two bytes of the chunk are its ID. From that value the parser can identify the chunk and decide whether it will parse it or skip it. The next four bytes contain a little-endian integer that is the length of the chunk, including its data, the length of its sub-blocks and the 6-byte header. The next bytes are the chunk's data, followed by the sub-chunks, in a structure that may extend to several levels deep.Below is a list of the most common IDs for chunks, represented in a hierarchical fashion depicting their dependencies:Spacesimulator.net - 3ds format file reader, loader, by Damiano Vitulliweblink" title="web.archive.org/web/20150321013218weblink">The Labs: 3DS Specifics (now via Internet Archive)ââ 0x0002 // M3D Versionââ 0x3D3D // 3D Editor Chunkâ ââ 0x4000 // Object Blockâ â ââ 0x4100 // Triangular Meshâ â â ââ 0x4110 // Vertices Listâ â â ââ 0x4120 // Faces Descriptionâ â â â ââ 0x4130 // Faces Materialâ â â â ââ 0x4150 // Smoothing Group Listâ â â ââ 0x4140 // Mapping Coordinates Listâ â â ââ 0x4160 // Local Coordinates Systemâ â ââ 0x4600 // Lightâ â â ââ 0x4610 // Spotlightâ â ââ 0x4700 // Cameraâ ââ 0xAFFF // Material Blockâ ââ 0xA000 // Material Nameâ ââ 0xA010 // Ambient Colorâ ââ 0xA020 // Diffuse Colorâ ââ 0xA030 // Specular Colorâ ââ 0xA200 // Texture Map 1â ââ 0xA230 // Bump Mapâ ââ 0xA220 // Reflection Mapâ â /* Sub Chunks For Each Map */â ââ 0xA300 // Mapping Filenameâ ââ 0xA351 // Mapping Parametersââ 0xB000 // Keyframer Chunk
ââ 0xB002 // Mesh Information Block
ââ 0xB007 // Spot Light Information Block
ââ 0xB008 // Frames (Start and End)
ââ 0xB010 // Object Name
ââ 0xB013 // Object Pivot Point
ââ 0xB020 // Position Track
ââ 0xB021 // Rotation Track
ââ 0xB022 // Scale Track
ââ 0xB030 // Hierarchy Position
ââ 0xB007 // Spot Light Information Block
ââ 0xB008 // Frames (Start and End)
ââ 0xB010 // Object Name
ââ 0xB013 // Object Pivot Point
ââ 0xB020 // Position Track
ââ 0xB021 // Rotation Track
ââ 0xB022 // Scale Track
ââ 0xB030 // Hierarchy Position
Shortcomings
It has been pointed out that, despite its popularity, the format may not be the most suitable for 3D data exchange. Some of the disadvantages mentioned are:- All meshes must be made of triangles.
- All texture filenames are limited to the 8.3 DOS format.
- The number of vertices and polygons per mesh is limited to 65536.
- Accurate vertex normals cannot be stored in the .3ds file. Instead "smoothing groups" are used so that the receiving program can recreate a (hopefully good) representation of the vertex normals. This is still a hold-over legacy for many animation programs today which started in the 1980s (3DS MAX, Lightwave and trueSpace still use smoothing groups, and Maya did up to v2.51).
- Object, light and camera names are limited to 10 characters. Material names are limited to 16 characters.
- Directional light sources are not supported.
Notes
Smoothing groups (read about surfaces on Elements of Mesh Modeling for the rationale of their use) are stored as a bit field, with 4 bytes (a long int) for each face, thus allowing up to 32 (4Ã8) smoothing groups per face.References
{{Reflist}}External links
- web pages
- 3D Studio Mesh (3DS, PRJ) Files â Autodesk Knowledge Network
- 3DS parsing tutorial, by Amir "Genjix" Taaki
- Spacesimulator.net - 3ds format file reader, loader, by Damiano Vitulli
- weblink" title="web.archive.org/web/20150529003834weblink">The Labs: 3DS File Format, by Jeff Lewis. Link now via Internet Archive.
- lib3ds: C library for loading/saving 3DS files, LGPL license
- text-file references
- WEB
, 3D Studio File Format
,weblink
, Jim Pitts
, 18 December 1994
,weblink" title="web.archive.org/web/20090404045225weblink">weblink
, 2009-04-04
,
,weblink
, Jim Pitts
, 18 December 1994
,weblink" title="web.archive.org/web/20090404045225weblink">weblink
, 2009-04-04
,
- WEB
, 3D-Studio File Format
,weblink
, Martin van Velsen and Robin Fercoq
, January 1997
, (based on documentation by Jim Pitts)
,weblink
, Martin van Velsen and Robin Fercoq
, January 1997
, (based on documentation by Jim Pitts)
- WEB
, 3D Studio File Format Information
,weblink
, Jochen Wilhelmy
, 1997-06-08
,weblink" title="web.archive.org/web/20090404091233weblink">weblink
, 2009-04-04
, (based on documentation by Christophe Chabanois, Jim Pitts and Niklas Beisert)
,weblink
, Jochen Wilhelmy
, 1997-06-08
,weblink" title="web.archive.org/web/20090404091233weblink">weblink
, 2009-04-04
, (based on documentation by Christophe Chabanois, Jim Pitts and Niklas Beisert)
- content above as imported from Wikipedia
- ".3ds" does not exist on GetWiki (yet)
- time: 11:49am EDT - Sat, May 04 2024
- ".3ds" does not exist on GetWiki (yet)
- time: 11:49am EDT - Sat, May 04 2024
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