Support |
Feature |
Comments |
Yes |
Mesh data |
Imports all Positions, TriangleIndices, TextureCoordinates and Normals |
Yes |
Complex objects |
Complex hierarchical objects are imported correctly |
Yes |
Objects hierarchy |
Objects hierarchy is preserved. That means that if for example in a body 3D objects
head is rotated the eyes and nose are rotated with the head because they are parents
of head object. |
Yes |
WPF coordinate system |
3ds file uses different coordinate system than WPF. In version 4.0 all the
positions are changed (the version 3.9.9 uses original 3ds coordinates - for compatibility
with older Reader3ds versions) |
Yes |
Smoothing Groups |
Reads data that define which edges are sharp and which are smooth |
Yes |
Cameras |
All the cameras are read and accessable through Cameras property |
Yes |
Perspective Camera |
Reads Camera's Position, LookDirection, FieldOfView, FarPlaneDistance and UpDirection
(from CameraAngle) |
Yes |
Lights |
All the lights are read. With AddDefaultLight it is possible to add new DirectionalLight
in the direction (0,1,0) (Version 3.9.9 the direction is (0,0,1). 3ds can define
Multiplier for light - if less than 1 than color is darkened to achieve the same
effect; values greater than 1 are not supported. |
Yes |
Spot Light |
Reads Light's Position, Direction, Color, InnerConeAngle, OuterConeAngle.
|
Yes |
Point Light |
Reads Light's Position, Range (if UseAttenuation is false than Range is Infinity) |
No |
Shadows |
Not supported |
Yes |
Materials |
All materials are read and assigned to the correct meshes. Because in 3ds it is
possible to set multi-sub materials - each face (TriangleIndice) can have different
material. This is not supported in WPF. To achieve this the meshes are divided into
smaller ones for each material. |
Yes |
DiffuseMaterial |
Reads material Color and Opacity. TwoSided materials are also supported (BackMaterial
is the same as Material) |
Yes |
Specular Material |
Reads material Color, Opacity and Power. Glossiness is not supported in WPF. |
Yes |
Textures |
Textured are supported in jpg, png, gif and bmp file formats. Because there are
some 3ds models that uses tga or some other file format for textures (WPF does not
support tga) I added check if there exist the same file in gif format and if it
exist this file is used. For example if you have a 3ds file with textures in tga
file format, just convert all the tga files into gif files and place then into the
same folder. The new gif files will be used. For each texture image UScale, VScale,
UOffset and VOffset are read. |
Yes |
TextureCoordinates |
That means UV mapped textures will be shown correctly in WPF. |
Yes |
Animation |
Data for simple animation is imported |
Yes |
Translation, Scale, Rotation Keyframes |
Keyframes for Translation, Scale and Rotation are imported. The linear interpolation
is used to calculate the data between frames (the bias, tension and other properties
are currently not used). Be carefull with rotation - because a simple interpolation
is used changes of rotation axis are currently not supported. |
No |
Morphing Keyframes |
Keyframes for object position changes is not supported. |
Yes |
Camera Keyframes |
Animating camera positions and its look direction is supported. Animating camera
roll and fov is not supported. |
Yes |
Lights Keyframes |
Animating light's position, color and direction (for SpotLight) is suppored. |
Yes |
Special Settings |
In Reader3ds it is possible to apply some special setting to read 3ds file and to
apply some effects to the read mesh. |
Yes |
Disable specular materials |
Because WPF does not support Glossiness the imported objects that use SpecularMaterials
sometimes does not look as expected (too big specular effect). In this case it is
handy to disable SpecularMaterials in the scene. |
Yes |
Force two sided materials |
Sometimes the read 3ds model does not have correctly set normals so some holes are
shown in the rendered model. In this case it is useful to force that all material
are two sided - in WPF's terminology that means that all the GeometryModel3D also
have BackMaterial the same as Material. |
Yes |
Disable transparencies
|
Sometimes transparencies in WPF are not rendered correctly. It is possible to disable
them. |
Yes |
Special Shading |
It is possible to force flat or smooth shading of models. |