Object Properties
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Here you can define the direction in which the spline should be moved to create a hull. Normally, this will be perpendicular to a surface, i.e., the plane in which it primarily lies. This can, however, be done differently using the following settings:
Here you can define the absolute length that the movement should be (for Auto, X, Y, Z or Custom). Negative values will cause the movement to take place in the opposite direction.
Here you can define a normalized vector (Direction, Custom) or a movement via the individual components of the right-angle object coordinate system (Direction, Absolute). For the vector setting: The vector will be normalized, 1, 1, 0 is identical to 5. 5. 9.
Defines the number of subdivisions along the extrusion axis.
Defines the number of isoparms used to display the Extrude object when the isoparm display mode is active.
Flips (i.e. reverses the direction of) the Normals of the Extrude object. Usually, Cinema 4D will point the Normals in the correct direction. However, with open contours it is not possible for Cinema 4D to know which way they should point. In this case, you can control the direction of the Normals, either by changing the direction of the spline or by enabling the Flip Normals option. This option does not effect the caps, since their Normals are always calculated correctly.
If this option is enabled, you can group, say, several splines within a Null object and place this group in an Extrude object. Each spline of this group is now extruded separately. This is important especially for a text spline when you have enabled its Separate Letters option. In this case, a separate spline is created for each letter; these splines are in an object group. The Hierarchical option must be enabled to extrude these separate letters.