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*Objects [#q1d08305]
#contents
**Objects and Skyboxes [#mfab5af7]
The method of adding buildings, monuments, and other obje...
First, before adding, put all the data required, includin...
#ref(物体.png)
#br
**File Format to be Added [#i89efb9b]
An object consists of three files: model, textures, and m...
Creation of these requires specific knowledge of 3D graph...
***''1. Model (required)'' [#r5e05086]
- File Format: FBX7.4.0 (FBX2014) format model data (*.fb...
- The version is FBX7.4.0 (FBX2014) only. Other versions ...
- There is no limit to the number of polygons.
- The polygonal mesh must be triangulated. The display wi...
- For the scale, the size of one grid on Bakin = 1/100 of...
#ref(ENスケール0.01.png)
#br
- Multiple material settings are possible for a single mo...
- For models that use normal map textures, check the "Tan...
#br
-If you are using a version of Bledner newer than 2.83 an...
#ref(Blender_UseSpaceTransform.png)
***''2. Texture (required)'' [#q245188b]
- File Format: BMP or PNG
- The recommended pixel size for textures is a value call...
- The file name of the texture should be the same as the ...
- Alpha channel can be specified in BMP to create transpa...
-Bakin uses PBR (Physical Based Rendering) to achieve mor...
#br
Albedo Map Texture: Texture that specifies the color of t...
Normal Map Texture: Texture that specifies the surface ro...
Mask Map Texture: Texture that specifies R (luminance), G...
#br
By specifying these settings correctly, more realistic te...
#br
Also, even without a mask map, the specifications control...
#ref(ENマテリアルプロパティ.png)
#br
- The file names should be specified in half-width alphan...
-Example of Texture Files
#br
Albedo Map Texture
#ref(アルベドマップ.png)
Normal Map Texture
#ref(ノーマルマップテクスチャ.png)
Mask Map Texture
#ref(マスクマップテクスチャ.png)
#br
***''3. Motion Files (.fbx)'' [#s38313ab]
If there are motions, prepare the motion data. There are...
''[If a Model and Motions are in the Same File]''
- File Format: FBX format.
- The working unit of motion is 60 fps.
- The number of bones that can be used is the minimum of ...
- If each motion is a separate action in Blender, they wi...
- Specify the start and end frames and export the FBX fil...
- The default setting for motion is no loop regeneration....
#ref(ENループ.png)
#br
''[If a Model and Motions are Separate Files]''
- File Format: FBX format.
- The working unit of motion is 60 fps.
- The number of bones that can be used is the minimum of ...
- If there are multiple motions (actions) in one motion f...
- Specify the start and end frames and export the FBX fil...
- Delete the polygon mesh in the motion files.
- If there is a skeleton, the structure and name should b...
- The default setting for motion is no loop regeneration....
#ref(ENループ.png)
**Preparation for Adding a Model [#ydf60d6e]
There are two ways to add a model.
One is to divert Bakin's built-in data, and the second is...
Each procedure is described below.
+Prepare a folder for the assets you wish to add.
This folder is only used temporarily for addition. Any fi...
The added model will be added under the res folder in the...
#br
+Put a model file (.fbx) and textures file (.bmp or .png)...
Example: If you put an asset (Table) you want to add in t...
#ref(Table.png)
**Preparation of Folder to be Added (1): When exporting s...
The default system asset models can be exported to an ext...
+Open any game file, select "Resources -> Models -> reser...
#br
#ref(ENエクスポートボタン.png)
+Select any folder to export.
#br
+In the exported folder, the selected object folder is cr...
#ref(FBXファイル.png)
+Exported models and textures can be modified by DCC tool...
(Note that if you change the file name of a texture durin...
**Preparation of Folder to be Added (2): To Create a New ...
&size(16){''Preparation for Adding a Model''};
+Create a folder in any location where you would like to ...
(After adding data to Bakin, updating the data in this fo...
#br
+Put a model file (.fbx) and textures file (.bmp or .png)...
Example: If you put an asset (Table) you want to add in t...
#ref(Table.png)
#br
To add a new object, create a folder with the name of the...
#br
+Place all files directly in the folder you have prepared.
#br
+Textures are automatically searched for and imported bas...
The search will be performed either in the same folder as...
(If there are motion files separate from the model, add t...
***Adding Method [#z23cce4f]
+Select [Resources] -> [Models] -> [Add Button] to open t...
#ref(EN追加ボタン.png)
#br
+Select the [Select from File] tab
#ref(ENファイルから選択.png)
#br
+Open the folder containing the model you wish to add and...
#br
+Check [Auto Optimization When Importing FBX File] if nec...
Optimization automatically performs the following process...
---Skin weight normalization
---Polygon triangulation
---Apply scale (scale option next to the optimization che...
---For FBX formats earlier than FBX7.4, conversion to FBX...
(If the model file was not imported correctly, uncheck th...
#br
+Press [Add and Exit].
#br
''Steps 1-5 can also be done by dragging and dropping fbx...
#br
If a model with the same name already exists, it will be ...
If you want to update a model that has already been added...
#ref(EN情報の更新.png)
#br
#br
+If there are materials in the project that have "all the...
This dialog allows you to choose whether to share the mat...
Materials can be reassigned in Resources > 3D Stamps even...
#br
You can share materials with models in your project by as...
#br
[Advantages/Disadvantages of Sharing]
--''Advantages''
---By simply adjusting one material, you can adjust all o...
--- No more need to have useless material data.
--''Disadvantages''
---It is not possible to adjust the appearance of only on...
In this case, copy the shared material at Resources > Mat...
Reassign that copied material to the object you want to a...
#br
#ref(./Material_ImportedMaterialsDialog.png,80%)
#br
--The "Material Sharing" dialog contains the following op...
--- Automatically Assign Materials
Automatically assign materials with the same texture in t...
If there are multiple materials with the same textures, t...
All "untextured materials" are imported as new materials.
#br
--- Add All as "New Materials"
Even if there are materials with the same textures in the...
Select this if you do not want to share materials with ot...
#br
--- Manually Select Materials to Assign
For each material of the model to be imported, manually s...
If there are multiple materials with the same textures, y...
For "untextured materials," select the material to be ass...
#br
--''What does "all textures are the same material" mean?''
It refers to a material in which all the textures specifi...
For example, if a material has textures specified for the...
#br
#ref(./Material_Imported Materials_1.png,50%)
***''Stamping a Model'' [#gafa3882]
//Models can be stamped so they can be placed on maps.
//The stamping procedure is as follows:
The models must be "stamped" in order to place them on ma...
Please visit [[What are 'Stamps'?] for more information o...
The procedure for stamping a model is as follows:
+Select the model you want to make into a stamp.
#br
+Click the Stamp button.
#br
#ref(ENモデルのスタンプ化.png)
#br
//+The stamp will be added to the "3D Stamps" list as a n...
+It will be added as a new stamp to the list under Resour...
***''About Object Settings'' [#zb227868]
The added object has no collision detection as it is, and...
Collision should be specified when a hit setting is requi...
There are two ways to add collisions.
-When using the simple collision setting
-When using the "Physics Settings" to prepare a dedicated...
***''When Using the Simple Collision Setting'' [#e0d8d827]
+Select the stamp of the model for which you want to appl...
(The simple collision setting appears only when "Accurate...
#br
#ref(EN簡易コリジョン.png)
#br
+Under "Shape," you can select a simple collision shape s...
#br
#ref(Shape.png)
#br
(Models added by drag-and-drop are automatically stamped,...
***''For Shape "Mesh"'' [#faa260fe]
If Shape is selected as "Mesh," you can use your own coll...
If there is no suitable simple shape, prepare your own co...
In the example below, a simple collision model is provide...
+Add a piano model and a collision model for piano, respe...
#br
#ref(./ENピアノ1.png,50%)
#ref(./ENピアノ2.png,50%)
#br
+Select "Mesh" under the Shape section.
Click on the right space of the mesh section and select t...
#br
#ref(ENピアス3.png)
***''When Using the "Physics Settings" to Prepare a Dedic...
If you want to combine multiple collision models or have ...
***''Specify Multiple Collisions'' [#y6006b62]
If multiple independent collisions are needed, such as a ...
#br
#ref(EN複数のコリジョン設定.png)
+Add as many collision specs as needed in the "Collision ...
In the door example, we added a door frame and door colli...
#br
#ref(ENコリジョンリスト.png)
#br
+Select each collision and adjust it in the "Physics Sett...
#br
#ref(ENコリジョン物理設定.png)
***''Linking Collisions to Model Movements'' [#be8a3a8e]
If you want collisions to be linked to the movement of th...
#br
#ref(./コリジョンをモデルの動きに連動させる1.png,50%)
#br
+Among the added collisions, select the collision you wis...
#br
+Under "Physics Settings -> Basic -> Attach Node," select...
The followings will appear for the attached nodes.
--The origin "_root"
--Mesh nodes existing in fbx
--If there is a skeleton structure, their skeleton nodes
#ref(コリジョンをモデルの動きに連動させる2.png)
+Specify the motion you want to check in the "Physics Set...
#br
#ref(ENコリジョンをモデルの動きに連動させる3.png)
***''Adding a Skybox Model'' [#gf759302]
The Distant Landscape Model is a model that displays the ...
#br
#ref(./EN遠景モデルの追加1.png,30%)
#ref(EN遠景モデルの追加2.png)
#br
What is needed is basically the same as regular model data.
Any model can be registered as a skybox model, but a dome...
The best way to do this is to export a standard skybox mo...
''1. Model (required)''
- File Format: FBX7.4.0 (FBX2014) format model data (*.fb...
- The version is FBX7.4.0 (FBX2014) only. Other versions ...
- The polygonal mesh must be triangulated. The display wi...
• The Bakin standard skybox model uses the scale "X:1000 ...
#br
#ref(EN遠景モデルの追加3.png)
#br
- Multiple material settings are possible for a single mo...
It would be easier to specify a basic skybox model and se...
#br
#ref(遠景モデルの追加4.png)
#ref(EN遠景モデルの追加5.png)
''2. Texture (required)''
#ref(遠景モデルの追加6.png)
- File Format: BMP or PNG format.
- The pixel size of the texture is based on the 2048x512 ...
- The file name of the texture is the one specified in th...
- Alpha channel can be specified in BMP to create transpa...
PNGs can also be rendered transparently by specifying a t...
- Regarding materials and a shader, we recommend the "map...
#br
#ref(EN遠景モデルの追加7.png)
#br
Also, "map_nolit_add" is recommended for rendering object...
The shaders of the ornaments should be specified accordin...
#ref(EN遠景モデルの追加8.png)
End:
*Objects [#q1d08305]
#contents
**Objects and Skyboxes [#mfab5af7]
The method of adding buildings, monuments, and other obje...
First, before adding, put all the data required, includin...
#ref(物体.png)
#br
**File Format to be Added [#i89efb9b]
An object consists of three files: model, textures, and m...
Creation of these requires specific knowledge of 3D graph...
***''1. Model (required)'' [#r5e05086]
- File Format: FBX7.4.0 (FBX2014) format model data (*.fb...
- The version is FBX7.4.0 (FBX2014) only. Other versions ...
- There is no limit to the number of polygons.
- The polygonal mesh must be triangulated. The display wi...
- For the scale, the size of one grid on Bakin = 1/100 of...
#ref(ENスケール0.01.png)
#br
- Multiple material settings are possible for a single mo...
- For models that use normal map textures, check the "Tan...
#br
-If you are using a version of Bledner newer than 2.83 an...
#ref(Blender_UseSpaceTransform.png)
***''2. Texture (required)'' [#q245188b]
- File Format: BMP or PNG
- The recommended pixel size for textures is a value call...
- The file name of the texture should be the same as the ...
- Alpha channel can be specified in BMP to create transpa...
-Bakin uses PBR (Physical Based Rendering) to achieve mor...
#br
Albedo Map Texture: Texture that specifies the color of t...
Normal Map Texture: Texture that specifies the surface ro...
Mask Map Texture: Texture that specifies R (luminance), G...
#br
By specifying these settings correctly, more realistic te...
#br
Also, even without a mask map, the specifications control...
#ref(ENマテリアルプロパティ.png)
#br
- The file names should be specified in half-width alphan...
-Example of Texture Files
#br
Albedo Map Texture
#ref(アルベドマップ.png)
Normal Map Texture
#ref(ノーマルマップテクスチャ.png)
Mask Map Texture
#ref(マスクマップテクスチャ.png)
#br
***''3. Motion Files (.fbx)'' [#s38313ab]
If there are motions, prepare the motion data. There are...
''[If a Model and Motions are in the Same File]''
- File Format: FBX format.
- The working unit of motion is 60 fps.
- The number of bones that can be used is the minimum of ...
- If each motion is a separate action in Blender, they wi...
- Specify the start and end frames and export the FBX fil...
- The default setting for motion is no loop regeneration....
#ref(ENループ.png)
#br
''[If a Model and Motions are Separate Files]''
- File Format: FBX format.
- The working unit of motion is 60 fps.
- The number of bones that can be used is the minimum of ...
- If there are multiple motions (actions) in one motion f...
- Specify the start and end frames and export the FBX fil...
- Delete the polygon mesh in the motion files.
- If there is a skeleton, the structure and name should b...
- The default setting for motion is no loop regeneration....
#ref(ENループ.png)
**Preparation for Adding a Model [#ydf60d6e]
There are two ways to add a model.
One is to divert Bakin's built-in data, and the second is...
Each procedure is described below.
+Prepare a folder for the assets you wish to add.
This folder is only used temporarily for addition. Any fi...
The added model will be added under the res folder in the...
#br
+Put a model file (.fbx) and textures file (.bmp or .png)...
Example: If you put an asset (Table) you want to add in t...
#ref(Table.png)
**Preparation of Folder to be Added (1): When exporting s...
The default system asset models can be exported to an ext...
+Open any game file, select "Resources -> Models -> reser...
#br
#ref(ENエクスポートボタン.png)
+Select any folder to export.
#br
+In the exported folder, the selected object folder is cr...
#ref(FBXファイル.png)
+Exported models and textures can be modified by DCC tool...
(Note that if you change the file name of a texture durin...
**Preparation of Folder to be Added (2): To Create a New ...
&size(16){''Preparation for Adding a Model''};
+Create a folder in any location where you would like to ...
(After adding data to Bakin, updating the data in this fo...
#br
+Put a model file (.fbx) and textures file (.bmp or .png)...
Example: If you put an asset (Table) you want to add in t...
#ref(Table.png)
#br
To add a new object, create a folder with the name of the...
#br
+Place all files directly in the folder you have prepared.
#br
+Textures are automatically searched for and imported bas...
The search will be performed either in the same folder as...
(If there are motion files separate from the model, add t...
***Adding Method [#z23cce4f]
+Select [Resources] -> [Models] -> [Add Button] to open t...
#ref(EN追加ボタン.png)
#br
+Select the [Select from File] tab
#ref(ENファイルから選択.png)
#br
+Open the folder containing the model you wish to add and...
#br
+Check [Auto Optimization When Importing FBX File] if nec...
Optimization automatically performs the following process...
---Skin weight normalization
---Polygon triangulation
---Apply scale (scale option next to the optimization che...
---For FBX formats earlier than FBX7.4, conversion to FBX...
(If the model file was not imported correctly, uncheck th...
#br
+Press [Add and Exit].
#br
''Steps 1-5 can also be done by dragging and dropping fbx...
#br
If a model with the same name already exists, it will be ...
If you want to update a model that has already been added...
#ref(EN情報の更新.png)
#br
#br
+If there are materials in the project that have "all the...
This dialog allows you to choose whether to share the mat...
Materials can be reassigned in Resources > 3D Stamps even...
#br
You can share materials with models in your project by as...
#br
[Advantages/Disadvantages of Sharing]
--''Advantages''
---By simply adjusting one material, you can adjust all o...
--- No more need to have useless material data.
--''Disadvantages''
---It is not possible to adjust the appearance of only on...
In this case, copy the shared material at Resources > Mat...
Reassign that copied material to the object you want to a...
#br
#ref(./Material_ImportedMaterialsDialog.png,80%)
#br
--The "Material Sharing" dialog contains the following op...
--- Automatically Assign Materials
Automatically assign materials with the same texture in t...
If there are multiple materials with the same textures, t...
All "untextured materials" are imported as new materials.
#br
--- Add All as "New Materials"
Even if there are materials with the same textures in the...
Select this if you do not want to share materials with ot...
#br
--- Manually Select Materials to Assign
For each material of the model to be imported, manually s...
If there are multiple materials with the same textures, y...
For "untextured materials," select the material to be ass...
#br
--''What does "all textures are the same material" mean?''
It refers to a material in which all the textures specifi...
For example, if a material has textures specified for the...
#br
#ref(./Material_Imported Materials_1.png,50%)
***''Stamping a Model'' [#gafa3882]
//Models can be stamped so they can be placed on maps.
//The stamping procedure is as follows:
The models must be "stamped" in order to place them on ma...
Please visit [[What are 'Stamps'?] for more information o...
The procedure for stamping a model is as follows:
+Select the model you want to make into a stamp.
#br
+Click the Stamp button.
#br
#ref(ENモデルのスタンプ化.png)
#br
//+The stamp will be added to the "3D Stamps" list as a n...
+It will be added as a new stamp to the list under Resour...
***''About Object Settings'' [#zb227868]
The added object has no collision detection as it is, and...
Collision should be specified when a hit setting is requi...
There are two ways to add collisions.
-When using the simple collision setting
-When using the "Physics Settings" to prepare a dedicated...
***''When Using the Simple Collision Setting'' [#e0d8d827]
+Select the stamp of the model for which you want to appl...
(The simple collision setting appears only when "Accurate...
#br
#ref(EN簡易コリジョン.png)
#br
+Under "Shape," you can select a simple collision shape s...
#br
#ref(Shape.png)
#br
(Models added by drag-and-drop are automatically stamped,...
***''For Shape "Mesh"'' [#faa260fe]
If Shape is selected as "Mesh," you can use your own coll...
If there is no suitable simple shape, prepare your own co...
In the example below, a simple collision model is provide...
+Add a piano model and a collision model for piano, respe...
#br
#ref(./ENピアノ1.png,50%)
#ref(./ENピアノ2.png,50%)
#br
+Select "Mesh" under the Shape section.
Click on the right space of the mesh section and select t...
#br
#ref(ENピアス3.png)
***''When Using the "Physics Settings" to Prepare a Dedic...
If you want to combine multiple collision models or have ...
***''Specify Multiple Collisions'' [#y6006b62]
If multiple independent collisions are needed, such as a ...
#br
#ref(EN複数のコリジョン設定.png)
+Add as many collision specs as needed in the "Collision ...
In the door example, we added a door frame and door colli...
#br
#ref(ENコリジョンリスト.png)
#br
+Select each collision and adjust it in the "Physics Sett...
#br
#ref(ENコリジョン物理設定.png)
***''Linking Collisions to Model Movements'' [#be8a3a8e]
If you want collisions to be linked to the movement of th...
#br
#ref(./コリジョンをモデルの動きに連動させる1.png,50%)
#br
+Among the added collisions, select the collision you wis...
#br
+Under "Physics Settings -> Basic -> Attach Node," select...
The followings will appear for the attached nodes.
--The origin "_root"
--Mesh nodes existing in fbx
--If there is a skeleton structure, their skeleton nodes
#ref(コリジョンをモデルの動きに連動させる2.png)
+Specify the motion you want to check in the "Physics Set...
#br
#ref(ENコリジョンをモデルの動きに連動させる3.png)
***''Adding a Skybox Model'' [#gf759302]
The Distant Landscape Model is a model that displays the ...
#br
#ref(./EN遠景モデルの追加1.png,30%)
#ref(EN遠景モデルの追加2.png)
#br
What is needed is basically the same as regular model data.
Any model can be registered as a skybox model, but a dome...
The best way to do this is to export a standard skybox mo...
''1. Model (required)''
- File Format: FBX7.4.0 (FBX2014) format model data (*.fb...
- The version is FBX7.4.0 (FBX2014) only. Other versions ...
- The polygonal mesh must be triangulated. The display wi...
• The Bakin standard skybox model uses the scale "X:1000 ...
#br
#ref(EN遠景モデルの追加3.png)
#br
- Multiple material settings are possible for a single mo...
It would be easier to specify a basic skybox model and se...
#br
#ref(遠景モデルの追加4.png)
#ref(EN遠景モデルの追加5.png)
''2. Texture (required)''
#ref(遠景モデルの追加6.png)
- File Format: BMP or PNG format.
- The pixel size of the texture is based on the 2048x512 ...
- The file name of the texture is the one specified in th...
- Alpha channel can be specified in BMP to create transpa...
PNGs can also be rendered transparently by specifying a t...
- Regarding materials and a shader, we recommend the "map...
#br
#ref(EN遠景モデルの追加7.png)
#br
Also, "map_nolit_add" is recommended for rendering object...
The shaders of the ornaments should be specified accordin...
#ref(EN遠景モデルの追加8.png)
Page: