Cinema 4D Prime Configuration Preferences Import/Export FBX Import / Export
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D

FBX Export Settings


If you experience problems importing FBX files it may be because the FBX files were saved using older FBX versions. You can download the FBX converter from the Autodesk website, which converts older formats to the new format.

To make sure that a rigged character’s bind pose and other poses are generated correctly when re-imported into Cinema 4D or when imported into other applications, all Joint objects must have a corresponding Weight tag assigned to them and they must be set in all poses.

If you have various animations on different Takes, each Take will also be exported as a separeate FBX Take in the same FBX file.


The export can be aborted at any time by pressing the ESC.

Coordinate System

Objects from Cinema 4D will be converted to the right-hand system; meshes and the direction of travel of the polygons will be corrected accordingly.

Parametric Objects

All parametric objects will be converted to polygon objects.


Spots, round spots and parallel lights can be converted directly. Details such as falloff, etc. cannot be set. The following allocation applies to the types that cannot be displayed:

Square Spot, Parallel Spot (round), Parallel Spot (square) -\ Round Spot

Distance -\ Directional and. Parallel

Cylinders, Area -\ Omni^

If a Null object was parented to a light upon import, it will be removed automatically upon export.

Environment Object

The environment color will be exported.

Object Visibility

The Renderer on setting (gray, red or green point at bottom right of Object Manager) will be saved as the visibility setting.



FBX Version

Here you can select the FBX version that should be used for export. Which one should be selected depends on which version the application into which you want to import can read.



Enable this option if you want to export Cinema 4D light sources.


Enable this option if you want to export cameras.


Subdivision Surface

Enable this option if you want to export Subdivision Surfaces (only as Type Catmull-Clark), including weighting.

If this option is disabled, only the cage object will be exported.


Enable this option if you want to export splines.


The following Tracks are supported:

Bake All Frames

This option is the same as the Clean Tracks option in the Timeline. If enabled, a keyframe will be set for each frame of animation. If disabled, A series of neighboring keyframes with the same value will be reduced to the first and last keyframes of that value.

PLA to Vertex Cache

Enable this option if you want to export PLA animations (or splines). Vertex data will then be saved for the PLA animated objects for each animation frame. A folder named according to the FBX Project file will be created in the save path, in which 2 files (*.xml and *.mc) for each PLA animation object will in turn be saved, named accordingly. These file and folder names, as well as the hierarchy may not be modified. Otherwise they cannot be read correctly by the application importing them.

Any Muscle objects that are present will also be exported as a PLA with this option.

Avoid using Unicode symbols (all symbols not displayed on normal English or German keyboards) when naming files or folders. These are not supported under Windows for Point Cache export.


Saving Normals is important for files created for MotionBuilder, Unity or Maya. All Phong tag information (incl. broken Phong edges) is exported in the Normals.


Vertex Colors

Enable this option if all Vertex Colors should be exported.

Make sure that the Vertex Colors Type (point or polygon-based) is also saved accordingly.


Vertex Maps to Vertex Colors

If this option is enabled, all vertex maps will be exported as vertex colors.

Triangulate Geometry

If this option is enabled, meshes will basically be exported as triangles (quads and n-gons will also be converted to triangles).

Baked Subdivision Surface

If this option is enabled, a Subdivision Surface will be exported in a subdivided polygon object which is defined by the Subdivision Renderer. If this option is disabled, only the non-subdivided cage object will be exported.

Note in conjunction with this that tags that are ,based on’ non-subdivided cage objects (such as Selection or Weight tags) will not be adapted and will therefore no longer fit to the exported, subdivided (i.e., option enabled) object.


LOD Name Suffix

If this option is enabled, the objects under the LOD object will be given the suffix _LODx, whereby the x represents a consecutive number. Unity 3D, for example, requires this naming convention.

Note that FBX only supports the LOD Mode Children, whereby H/V Screen Size and Screen Surface is output as a percent value, which can, for example, be read by Maya.

Textures and Materials

Here you can define if materials, including material channels and their textures should be included in the FBX file. A list of material channels and properties supported by FBX can be found here. Shaders are not yet supported.

As Text File

If enabled, the FBX file will be saved in ASCII text format. This makes it easier, for example, for game developers to import animations into game engines.


Selection Only

If this option is enabled, only the selected objects, including their Child objects will be exported.

Global Coordinates

Selected objects will be saved with global coordinates (instead of with local coordinates or the Parent object, as is usually the case with objects in hierarchies.

Embed Textures

If enabled, textures will be imbedded into the FBX file. If disabled, an absolute path to the texture will be saved. This will, of course, make the file smaller but the texture will no longer be found if the FBX file is moved to another computer or directory.



Enable this option if you want to export existing Substances to FBX. The substance material (as with all other materials) must be assigned to the respective object.

The following limitations exist:

  • Complex shader setups are not supported. Implemented textures throughout numerous layers of the Reflectance channel cannot, for example, be exported because FBX cannot handle this. The Layer shader, which can contain numerous Substance shaders, will also not be taken into consideration.
  • Animated substances are not supported for import or export.