NEW IN S22

Basic Features Configuration Preferences Import/Export glTF Export Settings
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D
glTF Export Settings

glTF Export Settings

General

File Format

You can select from 2 options:

Scale

This factor can be found at numerous locations throughout Cinema 4D when importing or exporting foreign formats. Therefore, don’t be surprised if the term ,export’ is used if this factor is seen in an import function (this factor is explained as a whole here).

This factor lets you scale files upon import/export, i.e., practically all relevant numerical values saved in the file or those to be saved will be multiplied by this factor and then saved - or interpreted when loaded.

The unit at the right in turn defines how upon

More information about units and scaling can be found in the Project Scale section.

Current Frame
Custom Frame [-2147483648..2147483647]

Here the frame can be defined for the current time (Timeslider) or a custom frame can be defined manually.

This will then be the point at which the scene is output if you don’t export the animation.

For Pose Morph animations, you should always define the animation’s Start frame.

Animation

The glTF export exports PSR, Pose Morph, PLA and joint animations. The Bake Animation option can be used, for example, to export dynamic simulations.

PSR

Enable this option if you want to export animations that were made using position, scale or rotation tracks. Note that if you want to export Step keyframe interpolations, all X, Y and Z keys for this type must be included. Otherwise it will be interpolated as a spline (this also applies to the Pose Morph keyframes).

Morph

These are morph animations, i.e., shape animations that are created using Pose Morph or PLA.

The following options are available:

For Pose Morphs: only Points Pose Morphs are supported.

Elements supported for export are marked yellow (incl. the Strength slider for animations on the right).

Skin

Use this option to export animations based on PSR joint animations, i.e., character animations.

Note that glTF can process a maximum of 4 joint weightings per point. If the Cinema 4D scene contains more, only the 4 strongest weightings will be used.

Note also that the joint hierarchy is not a Child object of the object to be deformed and only joints in the joint list of the respective Weighting tag are included.

Bake Animation

If this option is enabled, object movements in a scene that, for example, are created using Dynamics or Expressions (e.g., Vibrations-Tag), i.e., have no PSR tracks in the Timeline, can be baked so that these movements can also be exported. Internally, tracks and keyframes will be generated for each frame.

Generally speaking, you should also bake animations if they look differently from the way they look in Cinema 4D.

Materials

Textures

Enable this option if you want to export textures (videos and image sequences are not supported). glTF only recognizes UVW projection. If you use a different projection within Cinema 4D you will have to fixate this with a UVW tag.

Shaders are not supported. These must be baked.

Double Sided

Depending on the orientation of the polygons (option disabled), these will either be visible or not (these are textures masked by an alpha channel).

Use this option to enable or disable backface culling. If this option is disabled, polygons facing away from the camera - the polygon Normals are the key - will not be displayed. Otherwise they will always be visible.

Optional

Cameras

Enable this option if you want to export cameras in the scene. Only Perspective and Parallel cameras will be exported.

Of the numerous other camera settings in Cinema 4D, only the Field of View (Vertical) as well as Zoom and the Enable Near Clipping clipping setting will be exported.

Normals

Select here if the exported objects should be smoothed (option enabled). This reflects the display in Cinema 4D with and without a Phong tag.

UVs

Enable this option if you want to export UV coordinates (only one UV map will be exported per object; if several are present only the first). Otherwise no textures will be shown.

Flip Z

This option should be enabled if you only work with the default coordinate system in Cinema 4D. The glTF export will then look exactly as in Cinema 4D.

The following applies for the various coordinate systems: glTF uses the right-hand rule (Z axis points to the front), while Cinema 4D uses the left-hand rule (Z axis points to the rear).

The difference is in the way scene objects are mirrored along the Z axis.