The OBJ Import and Export functions both have presets specific to other applications (i.e., presets in this menu), that make exporting to these programs a smooth as possible.
Simply select the program/preset to which you want to export from the drop-down menu.
Selecting Default will reset all values to their default states. Custom will be displayed if a default value for a given Preset is modified.
Settings defined here can be saved as a preset in the Content Browser. First, click on Save Preset. A dialog window will open in which you can enter information regarding the preset. After clicking on OK, the preset will be displayed in the Preset menu. The currently selected preset (default presets cannot be deleted) can be removed from the list and the Content Browser by clicking on Delete Preset.
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.
Use this setting to define if vertex Normals should be imported/exported. Phong tags can be generated for import.
No Vertex Normals will be saved in the OBJ file.
Vertex Normals will be calculated and saved in the OBJ file.
Use this setting to define if UVW coordinates should be exported (a UVW tag must be present in Cinema 4D).
Materials and texture paths in OBJ format will be defined in a separate file (*.mtl). Use this setting to define if and how materials should be exported. Only UV projections will be exported. Since the OBJ and Cinema 4D material systems cannot be transferred to one another loss-free, it is often sufficient to export only material assignments (but not the material itself) using the Export Name and Default option and then replace the materials in the application used to render the scene with better/adapted materials.
The following options are available:
No *.mtl file will be exported.
All existing material assignments will be maintained and the materials themselves will be replaced by preset materials (either White or Random Colors, as defined in the Default Material setting)
If this option is selected, selected materials and those assigned to polygonal objects will be "translated" and exported as defined in Cinema 4D.
Use these options to define which colors should be assigned to exported materials as default materials:
It can occur that an application outputs transparencies differently. If this option is enabled, the Transparency value will be inverted (if 95% is defined in the OBJ file, Cinema 4D will define 5%). With this option disabled, 95% will also be defined in the Transparency channel.
The OBJ format always assumes object axes from the world origin. Other object poitions or orientations in the OBJ file are achieved only via object point positions. Once such a file is imported it can be modified as usual (the
Since the OBJ format is such a commonly used format and different applications use different axis systems (with almost any imaginable axis combination, even with the Y axis pointing to the rear), these settings let you adjust the axes accordingly.
When importing certain OBJ files, for example, an object can literally be stood on its head. Enabling the Flip Y Axis option can prevent this from happening. Or you can switch the X and Y axes when exporting to a particular application because it has a different axis system. To do so, simply enable the Swap X and Y Axes option.
If this option is enabled, all polygon Normals will be flipped upon import/export.
If this option is enabled, all UV coordinates will be rotated 180° upon import/export.
The OBJ format uses several methods for grouping polygons, primarily Groups and Objects (in the .obj files they only differ by one letter: either a g or an o will be placed before the group or object name). Some programs interpret groups and objects differently while others don’t differentiate at all.
If this option is enabled, Cinema 4D will declare each object as a group for export (primarily suited for export to 3ds Max), otherwise the objects will be declared as objects.
If this option is disabled, an internal optimization (see also