LightWave 3D Import
When opening a LightWave 3D file (through version 5, incl. PSR animations and bone structures; light setting or texture placement might have to be adjusted), not only is the object geometry imported but also the rest of the scene including the camera’s focal length (especially useful when used with 3D camera tracking software such as MatchMover or 3D-Equalizer), texture maps and animation sequences information.
Additionally, UV coordinates and weight maps of LightWave 6 or higher are imported.
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.
If enabled, texture information is also loaded.
Light source information is also loaded when this option is on.
LightWave 3D supports double sided polygons. When opening such an object, Cinema 4D creates double polygons, which may lead to rendering artifacts.
If you have such objects in your LightWave 3D scene, enable this option. Two grouped objects are created, one of which may be deleted if no longer required.