The most interesting part of this file is, evidently, the Scene. Opening it up in the chunk parser, it begins like follows, and goes on for a few ten thousands of lines:

0 0x2012: (StorageContainer) [452] {
0 0x0000: (StorageContainer) [6] {
0 0x000b: (StorageRaw) {
Size: 24
String: <).Z..B0`......!........
Hex: 3c 29 06 5a 1e 0c 42 30 60 11 00 00 00 00 00 21 e0 2e 04 00 01 00 00 00 }
1 0x000e: (StorageRaw) {
Size: 19
String: ..............@....
Hex: 00 00 04 00 00 00 00 00 82 00 00 00 00 00 40 00 00 00 00 }
2 0x000e: (StorageRaw) {
Size: 19
String: ..............@....
Hex: 01 00 01 00 00 00 00 00 82 00 00 00 00 00 40 00 00 00 00 }

Inside the Scene stream, we can find a single chunk container. In this case the id of this chunk is 0x2012, and is apparently related to which version, 2010, the file was saved with. This container contains a large number of objects, 452 in this case, with ids that are all very low in value. So, we go look for something we recognize.

While scrolling through the file, I found a short string that I recognized, "no fx", which is part of the NeL node properties plugin. It appears in the file under the following section:

        389 0x001a: (StorageContainer) [25] {
0 0x2150: (StorageContainer) [84] {
0 0x0100: (StorageRaw) {
Size: 4
String: S...
Hex: 53 00 00 00
Int: 83
Float: 1.16308e-43 }
...
18 0x0110: (StorageContainer) [2] {
0 0x0120: (StorageRaw) {
Size: 20
String: XH...u.. ....'......
Hex: 58 48 d6 04 1d 75 d1 16 20 10 00 00 2e 27 0c 05 09 00 00 00 }
1 0x0130: (StorageRaw) {
Size: 9
String: no sound. } }
19 0x0110: (StorageContainer) [2] {
0 0x0120: (StorageRaw) {
Size: 20
String: XH...u.. .../'......
Hex: 58 48 d6 04 1d 75 d1 16 20 10 00 00 2f 27 0c 05 06 00 00 00 }
1 0x0130: (StorageRaw) {
Size: 6
String: no fx. } }
20 0x0110: (StorageContainer) [2] {
0 0x0120: (StorageRaw) {
Size: 20
String: XH...u.. ...........
Hex: 58 48 d6 04 1d 75 d1 16 20 10 00 00 b2 07 00 00 01 00 00 00 }
1 0x0130: (StorageRaw) {
Size: 1
String: .
Hex: 00 } }
...

The 0x2150 chunk seems to exclusively contain 0x0110 entries, preceeded one 0x0100 header entry stating the number of 0x0110 entries. Every entry has a 0x0130 binary blob which is the value of some property, and a 0x0120 binary blob which would likely be some sort of identifier header of this value. Now we should find out how our own nel plugin code puts this value in there, to see if we can make sense of this header.

CExportNel::getScriptAppData(pNode, NEL3D_APPDATA_ENV_FX, "no fx");

This is the line of code that reads the environment fx property from a node. The value of NEL3D_APPDATA_ENV_FX is defined as:

#define NEL3D_APPDATA_ENV_FX (84682543)

Which should appear as 2f 27 0c 05 in the hex output. And it can indeed be found at byte index 12, followed by another integer 6 which happens to match with the length of the value in the value chunk. There's that redundancy showing up again. Looking deeper into the function to figure out the rest of the bytes, we can find this in the getScriptAppData function

AppDataChunk *ap=node->GetAppDataChunk (MAXSCRIPT_UTILITY_CLASS_ID, UTILITY_CLASS_ID, id);

Where the class id MAXSCRIPT_UTILITY_CLASS_ID matches with the first 8 bytes of the header, and the super class id UTILITY_CLASS_ID matches with the following 4 bytes. In short:

58 48 d6 04 1d 75 d1 16 // MAXSCRIPT_UTILITY_CLASS_ID
20 10 00 00 // UTILITY_CLASS_ID
2f 27 0c 05 // NEL3D_APPDATA_ENV_FX
06 00 00 00 // SIZE

We can now be quite sure that the 0x2150 block contains all of the AppData entries. According to the public SDK documentation, the AppData functionality is part of the Animatable base class. Which means that the chunk which contains this block is either an instance of this Animatable class, or more likely a subclass of it. It is of course very likely that the class is somehow identified by the chunk id, which in this case is 0x001a, or 26 in decimal.

Now, the reason why you shouldn't have skipped part 1 and part 2 of this series, is because the data in the DllDirectory and ClassDirectory3 streams is needed to make sense of the Scene stream. Similar to how the ClassDirectory3 references a dll in the DllDirectory by index, the Scene is here referencing a class by index in the ClassDirectory3. This allows to get hold of the ClassId, needed to instantiate the class from the associated class description instance, or to provide a fallback mechanism when the class is part of a missing plugin, and be able to provide the user with the name and description of what is missing from his installation.

At index 26 of the ClassDirectory3 in this file, I can find the following entry:

Entries[26]: (ClassEntry) [2] PARSED {
Header: (ClassEntryHeader) {
DllIndex: -1
ClassId: (0x00000001, 0x00000000)
SuperClassId: 1 }
Name: Node}

Which is the builtin class Node, which probably implements the INode interface that ends up deriving from the Animatable base class.

To confirm this theory, I go the other way, and look for a class I know about.

Entries[13]: (ClassEntry) [2] PARSED {
Header: (ClassEntryHeader) {
DllIndex: -2
ClassId: (0x64c75fec, 0x222b9eb9)
SuperClassId: 3072 }
Name: NeL Material}

At index 13 I find the NeL material script class, which would then be found as a chunk in the file with id 0x000d. And there exists one.

        134 0x000d: (StorageContainer) [8] {
0 0x2034: (StorageRaw) {
Size: 40
String: |.......~...............................
Hex: 7c 00 00 00 7d 00 00 00 7e 00 00 00 7f 00 00 00 80 00 00 00 81 00 00 00 82 00 00 00 83 00 00 00 84 00 00 00 85 00 00 00 }
1 0x204b: (StorageRaw) {
Size: 1
String: .
Hex: 2e }
2 0x21b0: (StorageContainer) [1] {
0 0x1020: (StorageRaw) {
Size: 4
String: ^...
Hex: 5e 00 00 00
Int: 94
Float: 1.31722e-43 } }
3 0x0010: (StorageRaw) {
Size: 8
String: ........
Hex: 0e 00 00 00 09 00 00 00 }
4 0x4001: (StorageRaw) {
Size: 50
String: M.T.R.L._.G.E._.A.c.c._.M.i.k.o.t.o.B.a.n.i.e.r.e. }
5 0x4003: (StorageRaw) {
Size: 4
String: ....
Hex: 0a 02 00 00
Int: 522
Float: 7.31478e-43 }
6 0x4020: (StorageRaw) {
Size: 4
String: ....
Hex: 00 00 00 00
Int: 0
Float: 0 }
7 0x4030: (StorageRaw) {
Size: 16
String: ...............?
Hex: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f } }

Which, as entry 0x4001 helpfully lets us know by the UTF-16 name MTRL_GE_Acc_MikotoBaniere, is indeed a NeL Material.

So, using this knowledge, we can parse the scene container in a smarter way. Here I provide for you the output at this point.

http://dl.kaetemi.be/blog/maxfile_dump_4.txt

Now that we have figured out which chunks are contained in the Scene streams, and we know how and where some of the data inside it is formatted, how does it all link together? That will be the next subject.

【转】http://blog.kaetemi.be/post/2012/08/20/3ds-Max-File-Format-%28Part-4%29

3ds Max File Format (Part 4: The first useful data; Scene, AppData, Animatable)的更多相关文章

  1. 3ds Max File Format (Part 1: The outer file format; OLE2)

    The 3ds Max file format, not too much documentation to be found about it. There are some hints here ...

  2. 3ds Max File Format (Part 5: How it all links together; ReferenceMaker, INode)

    At this point, you should start to familiarize yourself a bit with the publicly available 3ds Max AP ...

  3. 3ds Max File Format (Part 3: The department of redundancy department; Config)

    Now we'll have a look at the Config stream. It begins like follows, and goes on forever with various ...

  4. 3ds Max File Format (Part 2: The first inner structures; DllDirectory, ClassDirectory3)

    Now that we understand the outer structure of the file, it's time to look closer to what's inside. T ...

  5. 3ds Max File Format (Part 6: We get signal)

    Let's see what we can do now. INode *node = scene.container()->scene()->rootNode()->find(uc ...

  6. AVEVA PDMS to 3ds Max - RvmTranslator6.0beta

    AVEVA PDMS to 3ds Max - RvmTranslator6.0beta eryar@163.com RvmTranslato6.0 translate PDMS RVM to 3ds ...

  7. VRay 2.0 SP1 2.10.01 for 3ds max 9/2008/2009/2010/2011/2012 32/64位 顶渲简体中文版+英文版[中国室内设计论坛-室内人]

    VRay 2.0 SP1 2.10.01 for 3ds max 9/2008/2009/2010/2011/2012 32/64位 顶渲简体中文版+英文版[中国室内设计论坛-室内人] 对最新版本的V ...

  8. 万圣节福利:红孩儿3D引擎开发课程《3ds max导出插件初步》

    ds max文件夹,插件文件夹以及3ds max的可执行程序文件夹: 位的,这里要改成x64,否则启动程序后3ds max会提示"不是有效的win32程序"之类的对话框. 然后要将 ...

  9. 【Unity】3.3 用3ds Max 2015制作模型并将其导入到Unity

    分类:Unity.C#.VS2015 创建日期:2016-04-05 一.常用三维软件简介 由于游戏引擎本身的建模功能相对较弱,无论是专业性还是自由度都无法同专业的三维软件相比,所以大多数游戏中的模型 ...

随机推荐

  1. Bounce 弹飞绵羊 HYSBZ - 2002 分块

    //预处理出以这个点为起点并跳出这个块的次数和位置 //更新一个点的弹力系数可以只更新这个点以及这个块内之前的点 #include<stdio.h> #include<algorit ...

  2. 分布式任务调度XXL-JOB初体验

    简介 XXL-JOB是一个轻量级分布式任务调度平台,其核心设计目标是开发迅速.学习简单.轻量级.易扩展.现已开放源代码并接入多家公司线上产品线,开箱即用. 官方文档很完善,不多赘述.本文主要是搭建XX ...

  3. sqlserver with 递归用法

    DECLARE @companyid TABLE ( [Id] [int] ); with cte as( union all select a.Id from [base].[Company] a, ...

  4. mui退出登录

    html部分: <button id='promptBtn' type="button" class="mui-btn mui-btn-block mui-btn- ...

  5. MySQL在大数据、高并发场景下的SQL语句优化和"最佳实践"

    本文主要针对中小型应用或网站,重点探讨日常程序开发中SQL语句的优化问题,所谓“大数据”.“高并发”仅针对中小型应用而言,专业的数据库运维大神请无视.以下实践为个人在实际开发工作中,针对相对“大数据” ...

  6. ECMAScript基本对象——Number 对象

    Number 对象,原始数值的包装对象. 1.创建 var num = new Number(value); 2.方法 toExponential(x)把对象的值转换为指数计数法. toFixed(x ...

  7. 网络共享服务(三)之SAMBA

    前面说到了FTP和NFS,由于FTP是客户端和服务器基于ftp应用协议进行交换数据的,它不支持挂载共享目录的方式,而NFS又不支持跨平台,所以就催生了第三种网络共享服务:samba Samba是在Li ...

  8. 洛谷P1067 多项式输出 NOIP 2009 普及组 第一题

    洛谷P1067 多项式输出 NOIP 2009 普及组 第一题 题目描述 一元n次多项式可用如下的表达式表示: 输入输出格式 输入格式 输入共有 2 行 第一行 1 个整数,n,表示一元多项式的次数. ...

  9. openlayers轨迹播放

    <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8&quo ...

  10. H5-设置缓存

    <meta http-equiv="Cache-Control"content="no-cache"/> 手机页面通常在第一次加载后会进行缓存,然后 ...