Unity3D Asset文件导出3DMax 可编辑格式

发表于2017-11-11
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一、前言

美术想要一个把unity中*.asset的模型导出来,导成3D Max可以打开的模式,fbx或obj,为此,才有了下面Asset文件导出3DMax 可编辑格式的方法,一起来看看吧。

需要导出的格式:

 
图1 

也就是需要一个工具,个人觉得这个问题,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测试。


二、解包工具集合

网络上找来了各种测试,但是没有一个适合我的,很多都是失败,打不开。 
参考宣雨松的博客,找了还是没有结果。

 
图3 

解包工具有很多种类, 
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较多的介绍和说明,这里就详细说了。 

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

找到了一个网站:http://wiki.unity3d.com/index.php?title=ObjExporter 
可以导出部分对象。 
如下图:

 
图0 

而原来unity中模型是这个样子的。

 
图4 

导出的只有武器和头盔,没有人物主体body.

四、bug修改

其实也不能算bug,也许人家没有这样的需要呢。

 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];
            }

代码中是要查找所有组件中的MeshFilter,发现SkinnedMeshRender组件居然没有这个MeshFilter这个组件,所以总会导出少一个,而这个居然是人的主体。


图5 

本来说让美术自己添加一个MeshFilter组件,然后根据mesh render中的mesh自己来添加一个对应的mesh. 

既然是程序,那就想办法,思路很明显,既然是有meshrender,就从这入手呗。 

代码还是不难度。

// 没有meshFilter,添加一个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);
                }
            }

这样修改过,就会自动在没有MeshFilter,但是有skinnedMeshRender组件的节点下,添加一个MeshFilter,然后就可以正常导出成.obj文件,与.FBX是类似的,都可以被3D max编辑使用。


图7 

最后的在VS中看的模型,因为没有安装3Dmax.

 
图6 

虽然看起来简陋,但是满足他们小需要,就好了。 

贴出主要的代码:

/*
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,添加一个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!", "");
    }

可以直接复制到直接的项目中使用。


五、怎么使用呢?

首先把代码拷贝到项目中,直接下载工程也行。 

步骤一

 
图8 

步骤二

 
图10 

步骤三

 
图11 

就可以使用你的模型编辑工具来查看了。


六、源码和示例工程

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

示例工程地址: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

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