似乎silo极大的提高了建模效率,大家都能很快建好一个模型,所以silo用户也就不是很在意,经常把自己的模型提供给他人学习。
网上找到一篇简单的sia格式介绍,心情好点,写一个Blender的导入脚本。
silo的*.sia模型文件详解
http://forum.cgercn.com/post/view?bid=39&id=261434&sty=1&tpg=1&age=0
Here's a simple annotated example - the format is quite likely to undergo changes by or before version 2.0 of Silo. For example, from some programs it might be a pain to try to write out all the edges if you're writing something to import into Silo. For reading .sia files, it's pretty simple though. We'd also like to introduce a .sib file format (Silo binary) to accompany the ascii version.
这里有一个带注解的例子-2.0版本以后可呢会有所改动。比如通过程序倒入模型就很痛苦。读这个文件很容易,我还希望能介绍sib文件,它是silo的二进制文件
//文件的版本
//version of the file format
-version1.0
//第一个材质信息(0号材质)
//first material (number 0)
-Mat
-dif 0.639216 0.227451 0.227451 1
//不同灯光组件的颜色
// colors for different light copmonents
-amb 0.254902 0.254902 0.254902 1
-spec 0.333333 0.333333 0.333333 1
-emis 0 0 0 1
-shin 60
-name "Material0"
-endMat
//形体定义
//shape definition
-Shape
-shad 0
//形体的类型
// shading style
-shadw 1
-vert -2.99999 0 -2.99999
//点的位置
// vertex positions
-vert 2.99999 0 -2.99999
-vert -2.99999 5.99999 -2.99999
-vert 2.99999 5.99999 -2.99999
-vert -2.99999 0 2.99999
-vert 2.99999 0 2.99999
-vert -2.99999 5.99999 2.99999
-vert 2.99999 5.99999 2.99999
-edge 3 1
//两点之间的边
// edges between vertices
-edge 1 0
-edge 0 2
-edge 2 3
-edge 5 7
-edge 7 6
-edge 6 4
-edge 4 5
-edge 4 0
-edge 1 5
-edge 3 7
-edge 2 6
-setmat 0
//设置当前物体的材质号为1
// set material 0 as the "active" material
//每一个面标签跟随一个该面的顶点数
// for each face tag, we have the number of sides followed by
//然后是点下标和边下标,uv坐标
// the vertex index, the edge index,the U texture coordinate,
// and the V texture coordinate of each side - all below have
//以下所有面的UV坐标都是0,0
// texture coordinates 0, 0
-face 4 3 0 0 0 1 1 0 0 0 2 0 0 2 3 0 0
-face 4 5 4 0 0 7 5 0 0 6 6 0 0 4 7 0 0
-face 4 5 7 0 0 4 8 0 0 0 1 0 0 1 9 0 0
-face 4 7 4 0 0 5 9 0 0 1 0 0 0 3 10 0 0
-face 4 6 5 0 0 7 10 0 0 3 3 0 0 2 11 0 0
-face 4 4 6 0 0 6 11 0 0 2 2 0 0 0 8 0 0
//物体中心处的坐标包含x,y,z三个坐标
// shape's pivot point (position followed by three vectors for local x, y, z)
-axis 0 2.99999 0 1 0 0 0 1 0 0 0 1
-endShape
你可以使用这个链接引用该篇文章 http://publishblog.blogchina.com/blog/tb.b?diaryID=217215