HOW TO ADD A MODEL TO A LIBRARY
STEP 1
In the Flow Architect Studio 3D program, in the left panel in the Project Browser right click on a library and choose the Manage resources in library option. This will start the Library Explorer program that will show the contents of the chosen library. A model can also be added to a project. To do so, right click on the name of the currently opened project in Project Browser and choose the Manage resources in project option.
STEP 2
In Library Explorer, on the Models tab, right click on a folder that you want to add a model to. Select the Importmodel option from context menu and then choose a model file. Supported formats include Wavefront obj file (obj), Collada (dae) or 3D Studio Max (3ds). You can also import models directly from zip file. In order to do that just open a zip file. After You choose a model file it will be loaded and will show on the screen. Its imported copy will be saved in a library (or project) in the previously chosen folder.
For Collada and 3D Studio Max files material and textures will be imported. This will also work when importing directly from zip file. In This case zip file must contain needed textures with proper paths relative to imported model file. If texture coordinates are not present in model they will be automatically generated for this model types.
Collada files can be found in Internet in Google 3D Gallery. To visit Google 3D gallery follow this link: http://sketchup.google.com/3dwarehouse/ .
Wavefront obj files will not have materials and textures imported. Those models will be imported with default material. The Wavefront obj Imported model must have texture coordinates. Texture coordinates are needed for bump mapping to work correctly.
STEP 3
Rotate the model so the z axis points up. In order to rotate the model, set axis rotation in the Rotate field of transformation. Then set the size in cm, using the Size fields. Apply the changes using the Apply transformations button.
STEP 4
At this point, if You have imported a Wavefront obj model, the model has a default material. That means that it will use a material with the following rules:
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It will use a material that is in the same location as the model that has the same file name as the model.
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If a material is not found, a texture with image extension (jpg, png, tga or other) and the same name as the model name will be used.
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If a tga texture with the alpha channel is used, then the alpha function will be used automatically (that is helpful e.g. in the case of tree leaves).
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The rules for using bump maps, normal maps, specular maps and emission maps are described in the section about materials.
To change the model material, choose the model mesh on the Materials tab. You will select a materials or a texture individually for each mesh of the model. You can also click on a model with a left mouse button to select a particular mesh that You want.
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To set a texture or a material, select a mesh and double click on a texture or a material in the Materials tab tree.
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To go back to the default material search algorithm (set default material) choose <Default Material> from the Materials tab.
STEP 5
In order to save all transformations and changes made to material choose Save option from File menu.