VRML 2 Export
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.
VRML is a text format. To facilitate manual editing of the file, this option carries out automatic formatting on the entire text file during export.
This option enables an attribute on all exported objects that switches off drawing of the non-visible sides of all objects in the web browser. This gives a much faster display.
Enable this option to include animation information when you save scenes in the VRML 2 format.
This defines the frequency of the keys for animation export. VRML 2 supports linear interpolation only. You may need to increase the setting for greater accuracy.
Values from 5 to 25 are common.
This drop-down list specifies the action Cinema 4D takes when exporting textures.
None ignores the textures and saves only color information.
Referenced means objects are saved with the paths to the textures.
With File saves all textures directly in the VRML file (called inline textures). Any UV coordinates are also saved.
VRML 2 provides two options for making textures available to their objects.
The first option is identical to the one used in Cinema 4D: a reference to the texture file is saved along with the VRML scene. If you want to go with this option, specify the value 0.
The second option integrates the graphics data directly into the VRML 2 file.
Since the texture is written uncompressed, in text format, a texture of 1000x1000 pixels quickly reaches a file size of 4MB. To avoid such large files, specify a value larger than 0 to limit the size of textures. The materials are then scaled to that value (in pixels). The proportions remain intact. For example, if you have a texture of 800x600 pixels and set a maximum value of 100, the texture is proportionally scaled down to a size of 100x75 pixels before being saved.