quick3D - FAST 3D File Viewing and Converting
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Table of Contents
i. Preface
ii. Introduction
1. Loading and Saving Files
2. Controlling the 3D Display
3. Customizing the 3D Display
4. Scene Functions
5. Object Functions
6. Options

A. Supported File Types
B. Command Line Reference
C. quick3D Object and Scene File Format Specification

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5. Object Functions
Similar to the set of scene functions outlined in the previous chapter, quick3D provides a set of object specific functions. These functions modify items such as the mesh's geometry, materials, and textures. Therefore, applying these functions to models will alter the data that ends up getting saved. For example, you may want to convert a Truespace file to a 3D Studio file, but with vertices scaled by 100. Operations such as these are very simple in quick3D, and are outlined below. They are all located under quick3D's Mesh menu.

5.1 - Material

This operation allows you to change the material of the model. Note that quick3D will use the color you select as the material for the entire model. If the model has more than one material they will all be replaced by a single material of the selected color.

5.2 - Texture Map

For any model containing texture coordinates, quick3D allows you to change the source image files for texture maps. Figure 5.1 illustrates the texture map dialog window.

Figure 5.1
Texture map parameters dialog window

Click the Choose Image File. button to select what image file to use as the texture. Then under Current Texture To Replace, select which of the model's image maps to replace from the drop down list.

5.3 - Scale

For situations when you need to scale the model's vertices, use quick3D's Scale function. In the dialog that appears (see Figure 5.2) enter any number greater than zero to scale the vertices by.

Figure 5.2
Adjust model scale dialog window

5.4 - Triangulate

It is sometimes necessary to produce models that make exclusive use of triangles. If a model is not entirely made up of triangles, selecting Triangulate will convert all polygons used in the model to triangles.

5.5 - Generate Normals

When a model does not contain normals, or contains poor or undesirable ones, it may be necessary to let quick3D generate standard normals for the mesh.

5.6 - Invert Normals

If a model looks all black or too dark when lighting is on, the problem could be that the model needs to have its normals inverted.

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