Vissim 3Ds Max Script User Guide: Intro
Vissim 3Ds Max Script User Guide: Intro
Script
User Guide
Intro
This script is created to import the VISSIM animation from ANI.TXT files to 3DS MAX. A successful
animation import depends on three items.
2.2.3 Finalizing
To use a skinned skeleton with the script, as with the vehicle models,
all parts are linked together and the parent object is a dummy object
with the same name as the 3D model.
To finalize the model select the skeleton’s pelvis, enter the model
name in the name field on the skeleton creator panel, and then click
the Finalize button. The script links all objects together and hides the
skeleton and the dummy. This model has to be saved with the same
name as the 3D model in VISSIM.
3. VISSIM 3DS MAX panel
The VISSIM 3DS script panel contains two parts, one to import
VISSIM objects and the animation and one to set the importing
options.
3.1 Import
This rollout contains 2 buttons to import VISSIM links/areas and to
import VISSIM animation.
The info panel shows the information during the import of the
animation. On this panel:
Actual FPS is the real frames per second of the imported
animation. The exported animation from VISSIM can created from 1 to 10 frames per simulation
seconds. It is called in VSSIM simulation resolution. This value is shown on the panel after starting the
import. The number of frames per seconds that best fit the desired FPS (that can be set in Option panel)
is calculated using the simulation resolution. This value is shown for the Actual FPS. The actual FPS is a
multiple of the simulation resolution. For example for a 24 FPS animation the maximum simulation
resolution is 6 and for a 30 FPS, the maximum simulation resolution is 10.
The Frame # shows the current imported frame during importing.
3.2.1 Animation
Frame Per Second can be set for the result animation. The result
FPS is a multiple of the simulation resolution that is close to this
value.
Start Frame defines the start time of the imported animation.
With this option many ANI.TXT files can be imported into one
animation.
3.2.4 Wheels
The script can rotate the vehicle wheels and also turn the front wheels to simulate the steering wheel. To
use this feature, the wheels have to be named with specified suffix to be found by the script. These
suffices can be set here. The script searches in each vehicle for objects whose names contain these
words. Therefore it’s important to choose the names in such a way that there is no conflict.
3.2.5 Lights
If the vehicle’s body object (the object with “_Body” in the name) has a Multi/Sub-Object material and
the given sub-material ID for the light is a blend material, the script changes the blend material’s mix
amount to 100 when the light is on and to 0 when the light is off. The turning times are exported from
VISSIM.