Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D
3D Studio Export
- All polygon objects, light sources and cameras are exported, Generator objects are transformed into polygon objects.
- Material export: color, luminance, transparency, environment, specular, specular color, relief (bump), all with any defined textures. The mean value of the texture channel is exported with the shader.
Regrettably, 3D Studio can cope only with filenames consisting of eight characters plus a three-letter extension. Therefore texture filenames will be truncated to conform with this restriction. Also, do not use any special characters.
3Ds max accepts only one UV coordinate per point. Therefore texture mapping may appear different after exporting in this format.
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
- Import the numerical value saved in the file is converted to the current Cinema 4D unit. Example: if an X value of 1 is saved in the file and you define Feet, the X value will be converted to 30.48 cm in Cinema 4D (if centimeters are defined by default in Cinema 4D).
- Export numerical values are saved in the file. Example: an X value is set to 100 cm in Cinema 4D. If you define Feet for export, the exported file will save a numerical value of 3.281 (1 meter = 3.281 feet).
More information about units and scaling can be found in the Project Scale section.
Split Discontinuous Points
This option became necessary due to the fact that the 3ds max format can only save a single UV point for each 3D point (Cinema 4D saves coordinates for every point and every polygon). If this option is active, additional 3D points will be generated.
However this will cause the following issue to arise:
- Active option: Geometry will be exported with correct UV coordinates. This can, though, result in faulty phong shading.
- Deactivated option: Phong shading will be calculated correctly but UV coordinates may be faulty.