Please ensure Javascript is enabled for purposes of website accessibility
Powered by Zoomin Software. For more details please contactZoomin

AVEVA™ XR Studio

MWX file example

  • Last UpdatedDec 06, 2023
  • 2 minute read

There are two different types of MWX files:

  • MWX exported from 3DStudio Max (standard .mwx)

  • MWX generated when importing an .rvm file (RVM converted to MWX).

These two files contains a different set of nodes.

The following example is a standard MWX file. Please refer to RVM converted to MWX for information about converted RVM files.

The geometry in this case is incorporated within the MWX, otherwise we would see a link to the .geom file like this one.

[...]

<geometry>

<Geometry name="graphic_context|itemName" file="graphic_context\graphic_context_itemName.geom" version="1"/>

</geometry>

[...]

Code example

This is a code example of a simple .mwx file defining a mesh.

The file contains only one mesh with three vertices. This object has 2 UV channels. It uses a custom shader that requires just one parameter (fAlphaMul) and one texture. This information is populated via 3D Studio Max material data and/or user defined properties, such as in ShaderGen exports.

<?xml version="1.0" encoding="utf-8" ?>

<mwx version="1.0">

<Mesh type="Unified" name="graphic_context|itemName" version="1">

<transform scale="1.0 1.0 1.0" rotation="-0.0 -0.0 -0.0 1.0" translation="-0.0 0.0 0.0"/>

<material>

<Material type="Unified" version="1">

<opacity value="X"/>

<emissiveMul value="X"/>

<screenRefraction value="false"/>

<refractivity value="X"/>

<reflectivity value="X"/>

<shader name="ShaderLibrary|ShaderGroup|customShaderName">

<param type="float" name="fAlphaMul" value="0.0"/>

<texture type="simple" name="textureName" file="filename.fileExtension"/>

</shader>

<shaderLights>

<light name="lightName"/>

</shaderLights>

</Material>

</material>

<geometry>

<Geometry name="graphic_context|itemName" version="1">

<vertices num="3">

<vertex position="0.5 0.0 0.5" normal="0.0 -1.0 0.0" tangent="-1.0 0.0 -0.0" binormal="0.0 0.0 -1.0" uv0="0.0 0.0" uv2="0.0 0.0" />

<vertex position="-0.5 0.0 0.5" normal="0.0 -1.0 0.0" tangent="-1.0 0.0 -0.0" binormal="0.0 0.0 -1.0" uv0="1.0 0.0" uv2="1.0 0.0" />

<vertex position="-0.5 0.0 -0.5" normal="0.0 -1.0 0.0" tangent="-1.0 0.0 -0.0" binormal="0.0 0.0 -1.0" uv0="1.0 1.0" uv2="1.0 1.0" />

</vertices>

<faces num="1">

<face indices="0 1 2"/>

</faces>

</Geometry>

</geometry>

<obbox center="0.0 0.5 0.0" hsize="0.5 0.5 0.5" uaxis="1.0 0.0 0.0" vaxis="0.0 1.0 0.0" waxis="0.0 0.0 1.0"/>

<sphere center="0.0 0.5 0.0" radius="0.866025"/>

</Mesh>

TitleResults for “How to create a CRG?”Also Available in