Specify 3D File Save Options in C#

Overview

This article explains how you can save 3D files into different formats after loading them in Scene object using C#. By loading and saving, you can perform number of different conversions e.g.

  • Convert FBX to X in C#
  • Convert GLTF to OBJ in C#
  • Convert OBJ to X in C#
  • Convert STL to OBJ in C#
  • Convert RVM to 3DS in C#

3D File Save Options

There are several Scene.Save method overloads that accept a SaveOptions object. This should be an object of a class derived from the SaveOptions class. Each save format has a corresponding class that holds save options for that save format, for example, there is ColladaSaveOptions for the FileFormat.Collada save format.

Use of the Collada Save Options

The C# code below shows how to set save options before saving a 3D file to Collada format.

// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
ColladaSaveOptions saveColladaopts = new ColladaSaveOptions();
// Generates indented XML document
saveColladaopts.Indented = true;
// The style of node transformation
saveColladaopts.TransformStyle = ColladaTransformStyle.Matrix;
// Configure the lookup paths to allow importer to find external dependencies.
saveColladaopts.LookupPaths = new List<string>(new string[] { "textures" });

Use of the Discreet3DS Save Options

The C# code below shows how to set save options before saving a 3D file to a Discreet 3DS format.

// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize an object
Discreet3dsSaveOptions saveOpts = new Discreet3dsSaveOptions();
// The start base for generating new name for duplicated names.
saveOpts.DuplicatedNameCounterBase = 2;
// The format of the duplicated counter.
saveOpts.DuplicatedNameCounterFormat = "NameFormat";
// The separator between object's name and the duplicated counter.
saveOpts.DuplicatedNameSeparator = "Separator";
// Allows to export cameras
saveOpts.ExportCamera = true;
// Allows to export light
saveOpts.ExportLight = true;
// Flip the coordinate system
saveOpts.FlipCoordinateSystem = true;
// Prefer to use gamma-corrected color if a 3ds file provides both original color and gamma-corrected color.
saveOpts.GammaCorrectedColor = true;
// Use high-precise color which each color channel will use 32bit float.
saveOpts.HighPreciseColor = true;
// Configure the look up paths to allow importer to find external dependencies.
saveOpts.LookupPaths = new List<string>(new string[] { "textures" });
// Set the master scale
saveOpts.MasterScale = 1;

Use of the FBX Save Options

The C# code below shows how to set save options before saving a 3D file to an FBX format.

// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize an object
FbxSaveOptions saveOpts = new FbxSaveOptions(FileFormat.FBX7500ASCII);
// Generates the legacy material properties.
saveOpts.ExportLegacyMaterialProperties = true;
// Fold repeated curve data using FBX's animation reference count
saveOpts.FoldRepeatedCurveData = true;
// Always generates material mapping information for geometries if the attached node contains materials.
saveOpts.GenerateVertexElementMaterial = true;
// Configure the look up paths to allow importer to find external dependencies.
saveOpts.LookupPaths = new List<string>(new string[] { "textures" });
// Generates a video object for texture.
saveOpts.VideoForTexture = true;

FBXSaveOptions also exposes EnableCompression property which can be used to compress large binary data in the FBX file. Default value of this property is true. Below code snippet explains how can you work with this property while saving a scene.

// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Load a 3D document into Aspose.3D
Scene scene = Scene.FromFile"document.fbx");
scene.Save("UncompressedDocument.fbx", new FbxSaveOptions(FileFormat.FBX7500ASCII) { EnableCompression = false });

Use of the Obj Save Options

The code below shows how to set save options before saving a 3D file to an Obj format.

// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize an object
ObjSaveOptions saveObjOpts = new ObjSaveOptions();
// Import materials from external material library file
saveObjOpts.EnableMaterials = true;
// Flip the coordinate system.
saveObjOpts.FlipCoordinateSystem = true;
// Configure the look up paths to allow importer to find external dependencies.
saveObjOpts.LookupPaths = new List<string>(new string[] { "textures" });
// Serialize W component in model's vertex position
saveObjOpts.SerializeW = true;
// Generate comments for each section
saveObjOpts.Verbose = true;

Use of the STL Save Options

The C# code below shows how to set save options before saving a 3D file to STL format.

// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize an object
StlSaveOptions saveSTLOpts = new StlSaveOptions();
// Flip the coordinate system.
saveSTLOpts.FlipCoordinateSystem = true;
// Configure the look up paths to allow importer to find external dependencies.
saveSTLOpts.LookupPaths = new List<string>(new string[] { "textures" });

Use of the U3D Save Options

The C# code below shows how to set save options before saving a document to U3D format.

// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize an object
U3dSaveOptions saveU3DOptions = new U3dSaveOptions();
// Export normal data.
saveU3DOptions.ExportNormals = true;
// Export the texture coordinates.
saveU3DOptions.ExportTextureCoordinates = true;
// Export the vertex diffuse color.
saveU3DOptions.ExportVertexDiffuse = true;
// Export vertex specular color
saveU3DOptions.ExportVertexSpecular = true;
// Flip the coordinate system.
saveU3DOptions.FlipCoordinateSystem = true;
// Configure the look up paths to allow importer to find external dependencies.
saveU3DOptions.LookupPaths = new List<string>(new string[] { "textures/" });
// Compress the mesh data
saveU3DOptions.MeshCompression = true;

Use of the glTF Save Options

The C# code below shows how to set save options before saving a document to glTF format.

// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize Scene object
Scene scene = new Scene();
// Create a child node
scene.RootNode.CreateChildNode("sphere", new Sphere());
// Set glTF saving options. The code example embeds all assets into the target file usually a glTF file comes with some dependencies, a bin file for model's vertex/indices, two .glsl files for vertex/fragment shaders
// Use opt.EmbedAssets to tells the Aspose.3D API to export scene and embed the dependencies inside the target file.
GltfSaveOptions opt = new GltfSaveOptions(FileContentType.ASCII);
opt.EmbedAssets = true;
// Use KHR_materials_common extension to define the material, thus no GLSL files are generated.
opt.UseCommonMaterials = true;
// Customize the name of the buffer file which defines model
opt.BufferFile = "mybuf.bin";
// Save GlTF file
scene.Save("glTFSaveOptions_out.gltf", opt);
// Save a binary glTF file using KHR_binary_glTF extension
scene.Save("glTFSaveOptions_out.glb");
// Developers may use saving options to create a binary glTF file using KHR_binary_glTF extension
GltfSaveOptions opts = new GltfSaveOptions(FileContentType.Binary);
scene.Save("Test_out.glb", opts);

PrettyPrint in glTF Save Options

You can also use PrettyPrint property of GLTFSaveOptions class for human-understandable JSON print. The code below shows how to use this functionality. 

// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize 3D scene
Scene scene = new Scene(new Sphere());
// Initialize GltfSaveOptions
GltfSaveOptions opt = new GltfSaveOptions(FileFormat.GLTF2);
// The JSON content of GLTF file is indented for human reading, default value is false
opt.PrettyPrint = true;
// Save 3D Scene
scene.Save("prettyPrintInGltfSaveOption.gltf", opt);

Save Dependencies of a 3D Scene in the Real File System

Developers may require to save all 3D scene dependencies in the real file system. They can define the path of a local directory, save in the MemoryFileSystem object or simply discard dependencies. The FileSystem property is added in the all save option classes.

Discard Saving the Material Files

// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// The code example uses the DummyFileSystem, so the material files are not created.
// Initialize Scene object
Scene scene = new Scene();
// Create a child node
scene.RootNode.CreateChildNode("sphere", new Sphere()).Material = new PhongMaterial();
// Set saving options
ObjSaveOptions opt = new ObjSaveOptions();
opt.FileSystem = new DummyFileSystem();
// Save 3D scene
scene.Save("DiscardSavingMaterial_out.obj", opt);

Save Dependencies in the Local Directory

// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// The code example uses the LocalFileSystem class to save dependencies to the local directory.
// Initialize Scene object
Scene scene = new Scene();
// Create a child node
scene.RootNode.CreateChildNode("sphere", new Sphere()).Material = new PhongMaterial();
// Set saving options
ObjSaveOptions opt = new ObjSaveOptions();
opt.FileSystem = new LocalFileSystem("local_dir/");
// Save 3D scene
scene.Save"SavingDependenciesInLocalDirectory_out.obj", opt);

Save Dependencies in the MemoryFileSystem Object

// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// The code example uses the MemoryFileSystem to intercepts the dependencies writing.
// Initialize Scene object
Scene scene = new Scene();
// Create a child node
scene.RootNode.CreateChildNode("sphere", new Sphere()).Material = new PhongMaterial();
// Set saving options
ObjSaveOptions opt = new ObjSaveOptions();
MemoryFileSystem mfs = new MemoryFileSystem();
opt.FileSystem = mfs;
// Save 3D scene
scene.Save("SavingDependenciesInMemoryFileSystem_out.obj", opt);
// Get the test.mtl file content
byte[] mtl = mfs.GetFileContent("SavingDependenciesInMemoryFileSystem_out.mtl");
File.WriteAllBytes("Material.mtl", mtl);

Use of the Google Draco (.drc) Save Options

The C# code below shows how to set save options before saving a 3D model to DRC format.

// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
// Initialize Scene object
Scene scene = new Scene();
// Create a child node
scene.RootNode.CreateChildNode("sphere", new Sphere());
// Initialize .DRC saving options.
DracoSaveOptions opts = new DracoSaveOptions();
// Quantization bits for position
opts.PositionBits = 14;
// Quantization bits for texture coordinate
opts.TextureCoordinateBits = 8;
// Quantization bits for vertex color
opts.ColorBits = 10;
// Quantization bits for normal vectors
opts.NormalBits = 7;
// Set compression level
opts.CompressionLevel = DracoCompressionLevel.Optimal;
// Save Google Draco (.drc) file
scene.Save("DRCSaveOptions_out.drc", opts);

Use of the RVM Save Options

The C# code below shows how to set save options before saving a 3D model to RVM format.

// For complete examples and data files, please go to https://github.com/aspose-3d/Aspose.3D-for-.NET
Scene scene = new Scene();
var node = scene.RootNode.CreateChildNode("Box", new Box());
node.SetProperty("rvm:Refno", "=3462123");
node.SetProperty("rvm:Description", "This is the description of the box");
//The RVM attribute's prefix is rvm:, all properties that starts with rvm: will be exported to .att file(the prefix will be removed)
var opt = new RvmSaveOptions() { AttributePrefix = "rvm:", ExportAttributes = true };
scene.Save( "test.rvm", opt);