|
when exporting from maya, here are some tips to keep your file lean, mean, and clean:
- compress the file!
open with VrmlPad and re-save with the Save Compressed checkbox checked
- choose your degree of precision.
.xxx is all you need for most cases, but maya will ignore this setting for some nodes: lights, viewpoints, transforms; use VrmlPad for ultimate control: File / Publish
- get rid of unneeded fields & nodes.
- normals can be a huge space eater. normals are auto-calculated by vrml browsers, so are largely unneeded. get rid of
normal and normalIndex fields of IndexedFaceSet nodes
- WorldInfo if you didn't write it, is it worth leaving in your file?
- default appearances: beware of
diffuseColor fields set to 0 0 0; this will prevent fog and lighting calculations from being performed
- inconsequential
Groups and Transforms, TextureTransforms
- general redundancy use VrmlPad:
Tools / Unused Identifiers
- create
avatarSize values to match your world.
make a cylinder in maya to represent a preson in your world, and use its dimensions for your avatarSize values.
- check your light intensities.
maya will export .1 to .01 of what you probably want
- watch your texture formats.
maya exports .rgb or .tiff files by default. vrml browsers need .jpg, .png, or .gif
- understand the way maya
DEFines and USEs elements of the scene.
DEF's in Switch node, USEd later
- make your own
DEFs and USEs. don't expect maya to just because you instanced something in its modeller.
- appearances
- textures
- geometry
- repeated shapes (fence posts, pillars, trees, etc.)
here are two files, one freshly exported, one cleaned:
[exported wrl] [cleaned wrl]
look over the raw file; can you find:
ln 010 : a navigation assumption
ln 012 : some insane precision for a default value (how explicitly should you state the already known?)
ln 023 : a boring color specified very very accurately
ln 038 : a shape hint turned off for no good reason
ln 131 : a fully defined, completely inconsequential transform node
and this was a very simple file (single object, 34 faces)!
|
|