--- title: "Geometry" url: "https://help.maxon.net/c4d/en-us/Content/html/FGLTFIMPORTER-GLTFIMPORTER_GROUP_GEOMETRY.html" section_path: "Configuration > Preferences > Import/Export > glTF > glTF Import settings > Geometry" element_id: "FGLTFIMPORTER" group_id: "GLTFIMPORTER_GROUP_GEOMETRY" description: "Here you can define how Cinema 4D will handle any existing Normals in the file:" --- ## Geometry ### Normals Parameter ID: `GLTFIMPORTER_NORMALS` Here you can define how Cinema 4D will handle any existing Normals in the file: - **None**: No Normal information is imported. Objects appear faceted. - **Vertex**: Vertex Normals will be imported using a Vertex tag. - **Phong**: Each geometry object will contain a Phong tag. ### Phong Angle Parameter ID: `GLTFIMPORTER_PHONGANGLE` · Range: [0..180°] Define a Phong angle here. This defines the angle up to which the shading between two neighboring surfaces should be smoothed (see also [Phong Angle](https://help.maxon.net/c4d/en-us/Content/html/TPHONG-ID_TAGPROPERTIES.html.md)). ### Vertex Colors Parameter ID: `GLTFIMPORTER_VERTEXCOLORS` If this option is enabled, vertex colors contained in the glTF file are imported as [Vertex Color tag](https://help.maxon.net/c4d/en-us/Content/html/TVERTEXCOLOR.html.md). ### UVs Parameter ID: `GLTFIMPORTER_UVS` Activate this option if UVW coordinates should be imported in the form of a UVW tag. ### Flip Z Parameter ID: `GLTFIMPORTER_FLIPZ` Normally, this option should be enabled, then the scene will look the same in Cinema 4D as it does in external programs. For the different coordinate systems, glTF uses the right-hand rule (Z-axis points forward), while Cinema 4D uses the left-hand rule (Z-axis points backward). The practical difference is the mirroring of the objects with respect to the Z axis. ### Split Meshes Parameter ID: `GLTFIMPORTER_GEOMETRY_SPLIT_MESHPRIMS` Activate this option if polygon islands should be loaded as separate objects, otherwise all polygon islands of an object will also be placed in just one object.