本文章由cartzhang编写,转载请注明出处。 全部权利保留。

文章链接:http://blog.csdn.net/cartzhang/article/details/60878354

作者:cartzhang

一、前言

美术想要一个把unity中*.asset的模型导出来,导成3D Max能够打开的模式。fbx或obj.



须要导出的格式:



图1



也就是须要一个工具,个人认为这个问题。肯定之前Unity的前辈就有解决方法了。于是乎网上一通下载和測试。

二、解包工具集合

网络上找来了各种測试。可是没有一个适合我的。非常多都是失败。打不开。

參考宣雨松的博客。找了还是没有结果。



图3



解包工具有非常多种类,

disunity github地址: https://github.com/ata4/disunity



还有就是AssetAssetsExport,还有Unity Studio.

别人的博客里面都有比較多的介绍和说明。这里就具体说了。

最后还网上wiki里,找到了一个合适的我自己的解包。

http://wiki.unity3d.com/index.php?

title=ObjExporter

三、初步成果

找到了一个站点:http://wiki.unity3d.com/index.php?

title=ObjExporter



能够导出部分对象。

例如以下图:



图0



而原来unity中模型是这个样子的。



图4



导出的仅仅有武器和头盔,没有人物主体body.

四、bug改动

事实上也不能算bug,或许人家没有这种须要呢。

 Component[] meshfilter = selection[i].GetComponentsInChildren<MeshFilter>();
MeshFilter[] mf = new MeshFilter[meshfilter.Length];
int m = 0;
for (; m < meshfilter.Length; m++)
{
exportedObjects++;
mf[m] = (MeshFilter)meshfilter[m];
}

代码中是要查找全部组件中的MeshFilter,发现SkinnedMeshRender组件竟然没有这个MeshFilter这个组件,所以总会导出少一个,而这个竟然是人的主体。

watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvY2FydHpoYW5n/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast" alt="这里写图片描写叙述" title="">

图5



本来说让美术自己加入一个MeshFilter组件,然后依据mesh render中的mesh自己来加入一个相应的mesh.



既然是程序。那就想办法。思路非常明显,既然是有meshrender,就从这入手呗。

代码还是不难度。

// 没有meshFilter。加入一个meshFilter.
SkinnedMeshRenderer[] meshfilterRender = selection[i].GetComponentsInChildren<SkinnedMeshRenderer>();
for (int j = 0; j < meshfilterRender.Length; j++)
{
if (meshfilterRender[j].GetComponent<MeshFilter>() == null)
{
meshfilterRender[j].gameObject.AddComponent<MeshFilter>();
meshfilterRender[j].GetComponent<MeshFilter>().sharedMesh = Instantiate(meshfilterRender[j].sharedMesh);
}
}

这样改动过,就会自己主动在没有MeshFilter,可是有skinnedMeshRender组件的节点下,加入一个MeshFilter,然后就能够正常导出成.obj文件,与.FBX是相似的。都能够被3D max编辑使用。



图7



最后的在VS中看的模型,由于没有安装3Dmax.



图6



尽管看起来简陋,可是满足他们小须要,就好了。



贴出基本的代码:

/*
Based on ObjExporter.cs, this "wrapper" lets you export to .OBJ directly from the editor menu. This should be put in your "Editor"-folder. Use by selecting the objects you want to export, and select
the appropriate menu item from "Custom->Export". Exported models are put in a folder called
"ExportedObj" in the root of your Unity-project. Textures should also be copied and placed in the
same folder.
N.B. there may be a bug so if the custom option doesn't come up refer to this thread http://answers.unity3d.com/questions/317951/how-to-use-editorobjexporter-obj-saving-script-fro.html Updated for Unity 5.3 2017-03-07
@cartzhang
fixed can not create obj file in folder.
*/ using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System; struct ObjMaterial
{
public string name;
public string textureName;
} public class EditorObjExporter : ScriptableObject
{
private static int vertexOffset = 0;
private static int normalOffset = 0;
private static int uvOffset = 0; //User should probably be able to change this. It is currently left as an excercise for
//the reader.
private static string targetFolder = "ExportedObj"; private static string MeshToString(MeshFilter mf, Dictionary<string, ObjMaterial> materialList)
{
Debug.Assert(null != mf);
Mesh m = mf.sharedMesh;
Material[] mats = mf.GetComponent<Renderer>().sharedMaterials; StringBuilder sb = new StringBuilder();
if (null == m)
return sb.ToString(); sb.Append("g ").Append(mf.name).Append("\n");
foreach (Vector3 lv in m.vertices)
{
Vector3 wv = mf.transform.TransformPoint(lv); //This is sort of ugly - inverting x-component since we're in
//a different coordinate system than "everyone" is "used to".
sb.Append(string.Format("v {0} {1} {2}\n", -wv.x, wv.y, wv.z));
}
sb.Append("\n"); foreach (Vector3 lv in m.normals)
{
Vector3 wv = mf.transform.TransformDirection(lv); sb.Append(string.Format("vn {0} {1} {2}\n", -wv.x, wv.y, wv.z));
}
sb.Append("\n"); foreach (Vector3 v in m.uv)
{
sb.Append(string.Format("vt {0} {1}\n", v.x, v.y));
} for (int material = 0; material < m.subMeshCount; material++)
{
sb.Append("\n");
sb.Append("usemtl ").Append(mats[material].name).Append("\n");
sb.Append("usemap ").Append(mats[material].name).Append("\n"); //See if this material is already in the materiallist.
try
{
ObjMaterial objMaterial = new ObjMaterial(); objMaterial.name = mats[material].name; if (mats[material].mainTexture)
objMaterial.textureName = AssetDatabase.GetAssetPath(mats[material].mainTexture);
else
objMaterial.textureName = null; materialList.Add(objMaterial.name, objMaterial);
}
catch (ArgumentException)
{
//Already in the dictionary
} int[] triangles = m.GetTriangles(material);
for (int i = 0; i < triangles.Length; i += 3)
{
//Because we inverted the x-component, we also needed to alter the triangle winding.
sb.Append(string.Format("f {1}/{1}/{1} {0}/{0}/{0} {2}/{2}/{2}\n",
triangles[i] + 1 + vertexOffset, triangles[i + 1] + 1 + normalOffset, triangles[i + 2] + 1 + uvOffset));
}
} vertexOffset += m.vertices.Length;
normalOffset += m.normals.Length;
uvOffset += m.uv.Length; return sb.ToString();
} private static void Clear()
{
vertexOffset = 0;
normalOffset = 0;
uvOffset = 0;
} private static Dictionary<string, ObjMaterial> PrepareFileWrite()
{
Clear(); return new Dictionary<string, ObjMaterial>();
} private static void MaterialsToFile(Dictionary<string, ObjMaterial> materialList, string folder, string filename)
{
using (StreamWriter sw = new StreamWriter(folder + Path.DirectorySeparatorChar + filename + ".mtl"))
{
foreach (KeyValuePair<string, ObjMaterial> kvp in materialList)
{
sw.Write("\n");
sw.Write("newmtl {0}\n", kvp.Key);
sw.Write("Ka 0.6 0.6 0.6\n");
sw.Write("Kd 0.6 0.6 0.6\n");
sw.Write("Ks 0.9 0.9 0.9\n");
sw.Write("d 1.0\n");
sw.Write("Ns 0.0\n");
sw.Write("illum 2\n"); if (kvp.Value.textureName != null)
{
string destinationFile = kvp.Value.textureName; int stripIndex = destinationFile.LastIndexOf(Path.DirectorySeparatorChar); if (stripIndex >= 0)
destinationFile = destinationFile.Substring(stripIndex + 1).Trim(); string relativeFile = destinationFile; destinationFile = folder + Path.DirectorySeparatorChar + destinationFile; Debug.Log("Copying texture from " + kvp.Value.textureName + " to " + destinationFile); try
{
//Copy the source file
File.Copy(kvp.Value.textureName, destinationFile);
}
catch
{ } sw.Write("map_Kd {0}", relativeFile);
} sw.Write("\n\n\n");
}
}
} private static void MeshToFile(MeshFilter mf, string folder, string filename)
{
Dictionary<string, ObjMaterial> materialList = PrepareFileWrite(); using (StreamWriter sw = new StreamWriter(folder + Path.DirectorySeparatorChar + filename + ".obj"))
{
sw.Write("mtllib ./" + filename + ".mtl\n"); sw.Write(MeshToString(mf, materialList));
} MaterialsToFile(materialList, folder, filename);
} private static void MeshesToFile(MeshFilter[] mf, string folder, string filename)
{
Dictionary<string, ObjMaterial> materialList = PrepareFileWrite(); using (StreamWriter sw = new StreamWriter(folder + Path.DirectorySeparatorChar + filename + ".obj"))
{
sw.Write("mtllib ./" + filename + ".mtl\n"); for (int i = 0; i < mf.Length; i++)
{
sw.Write(MeshToString(mf[i], materialList));
}
} MaterialsToFile(materialList, folder, filename);
} private static bool CreateTargetFolder()
{
try
{
System.IO.Directory.CreateDirectory(targetFolder);
}
catch
{
EditorUtility.DisplayDialog("Error!", "Failed to create target folder!", "");
return false;
} return true;
} [MenuItem("Custom/Export/Export whole selection to single OBJ")]
static void ExportWholeSelectionToSingle()
{
if (!CreateTargetFolder())
return; Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab); if (selection.Length == 0)
{
EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
return;
} int exportedObjects = 0; ArrayList mfList = new ArrayList(); for (int i = 0; i < selection.Length; i++)
{
Component[] meshfilter = selection[i].GetComponentsInChildren(typeof(MeshFilter)); for (int m = 0; m < meshfilter.Length; m++)
{
exportedObjects++;
mfList.Add(meshfilter[m]);
}
} if (exportedObjects > 0)
{
MeshFilter[] mf = new MeshFilter[mfList.Count]; for (int i = 0; i < mfList.Count; i++)
{
mf[i] = (MeshFilter)mfList[i];
} string filename = EditorSceneManager.GetActiveScene().name + "_" + exportedObjects; int stripIndex = filename.LastIndexOf(Path.DirectorySeparatorChar); if (stripIndex >= 0)
filename = filename.Substring(stripIndex + 1).Trim(); MeshesToFile(mf, targetFolder, filename); EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects to " + filename, "");
}
else
EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
} [MenuItem("Custom/Export/Export each selected to single OBJ")]
static void ExportEachSelectionToSingle()
{
if (!CreateTargetFolder())
return; Transform[] selection = Selection.GetTransforms(SelectionMode.Editable | SelectionMode.ExcludePrefab); if (selection.Length == 0)
{
EditorUtility.DisplayDialog("No source object selected!", "Please select one or more target objects", "");
return;
} int exportedObjects = 0; for (int i = 0; i < selection.Length; i++)
{
// 没有meshFilter,加入一个meshFilter.
SkinnedMeshRenderer[] meshfilterRender = selection[i].GetComponentsInChildren<SkinnedMeshRenderer>();
for (int j = 0; j < meshfilterRender.Length; j++)
{
if (meshfilterRender[j].GetComponent<MeshFilter>() == null)
{
meshfilterRender[j].gameObject.AddComponent<MeshFilter>();
meshfilterRender[j].GetComponent<MeshFilter>().sharedMesh = Instantiate(meshfilterRender[j].sharedMesh);
}
} Component[] meshfilter = selection[i].GetComponentsInChildren<MeshFilter>();
MeshFilter[] mf = new MeshFilter[meshfilter.Length];
int m = 0;
for (; m < meshfilter.Length; m++)
{
exportedObjects++;
mf[m] = (MeshFilter)meshfilter[m];
} MeshesToFile(mf, targetFolder, selection[i].name + "_" + i);
} if (exportedObjects > 0)
{
EditorUtility.DisplayDialog("Objects exported", "Exported " + exportedObjects + " objects", "");
}
else
EditorUtility.DisplayDialog("Objects not exported", "Make sure at least some of your selected objects have mesh filters!", "");
} }

能够直接复制到直接的项目中使用。

五、怎么使用呢?

首先把代码复制到项目中,直接下载project也行。



步骤一



图8



步骤二



图10



步骤三

watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvY2FydHpoYW5n/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast" alt="这里写图片描写叙述" title="">

图11



就能够使用你的模型编辑工具来查看了。

五、源代码和演示样例project

源代码地址:

https://github.com/cartzhang/unity_lab/blob/master/ExportFbx/UnityAssetExportFBX/Assets/Editor/OBJExport/EditorObjExporter.cs



演示样例project地址:

https://github.com/cartzhang/unity_lab/tree/master/ExportFbx/UnityAssetExportFBX



博客图片地址:

https://github.com/cartzhang/unity_lab/tree/master/ExportFbx/Img



Github readme:

https://github.com/cartzhang/unity_lab/blob/master/ExportFbx/Unity%20asset%E6%96%87%E4%BB%B6%20%E5%AF%BC%E5%87%BAOBJ.md

六、參考

【1】http://www.xuanyusong.com/archives/3618

【2】https://forums.inxile-entertainment.com/viewtopic.php?t=13724

【3】http://www.cnblogs.com/Niger123/p/4261763.html

【4】http://prog3.com/sbdm/download/download/akof1314/9097153

【5】

title=ObjExporter">http://wiki.unity3d.com/index.php?

title=ObjExporter

【6】https://github.com/KellanHiggins/UnityFBXExporter/tree/master/Assets/Packages/UnityFBXExporter

七。最后但不是不重要

Asset导出成FBX的格式:https://github.com/cartzhang/UnityFBXExporter



与上面介绍的不是一个方法。可是思路都一样。这个源代码能够把纹理和材质都匹配上去,当然我也做了略微的改动。修复了之前的小bug。

非常感谢,欢迎留言!!

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