Project 工程项目Project Settings 项目设置CinewareInfo 信息

Cineware

The Cineware exchange makes it possible to read and write the Cinema 4D file format in external applications. Several settings are available when exporting from Cinema 4D.

Cineware 交换使得在外部应用程序中读写 Cinema 4D 文件格式成为可能。当从 Cinema 4D 导出时,有几个设置可用。

Tip: 提示:
In previous versions of Cinema 4D (prior to S22), the first two options (formerly 在先前的 Cinema 4D 版本(在 S22之前)中,前两个选项(以前Save Polygons/Animation for Cineware 为 Cineware 保存多边形/动画) were located in the Preferences menu and were therefore global settings. Now, Cineware settings are Project settings, which can be activated and saved per project file. )位于首选项菜单中,因此是全局设置。现在,Cineware 设置是项目设置,可以激活和保存每个项目文件

Note also the Save Project for Cineware... command that exports as if the first three options are enabled (the other settings described below will also be taken into consideration).

还要注意保存 Cineware 的 Save Project... 命令,该命令输出时好像启用了前三个选项(下面描述的其他设置也将被考虑在内)。

Save Polygon Cache

保存多边形缓存

This option defines if a polygonal copy of the corresponding data should also be saved for Generators (parametric primitives, spline generators (such as the Extrude object), Cloner objects, etc.). The files will be much larger but it will allow an external application to import the file.

这个选项定义了是否应该为 generator (参数原语、样条生成器(例如挤出对象)、 Cloner 对象等)保存相应数据的多边形副本。文件会大得多,但它将允许外部应用程序导入文件。

Save Animation Cache

保存动画缓存

If, for example, you animate the number of clones for Cloner objects (or any other objects that change the number of clones; also, the Array object or many other MoGraph objects), this option will ensure that in fact all clones can be imported by the external application. Note that - depending on the Project - the file can end up being very large.

例如,如果您为 Cloner 对象(或任何其他改变克隆数量的对象,以及 Array 对象或许多其他 MoGraph 对象)动画了克隆的数量,那么这个选项将确保所有克隆实际上都可以由外部应用程序导入。请注意——取决于项目——文件可能会变得非常大。

Save Material Cache

保存材质缓存

If this option is enabled, Cinema 4D can save a default Node Material surface with the file (internally, this consists of more than 40 material properties). This can include linked textures (see also Width/Height) and bitmaps of baked Node Materials that will be saved to the tex/cineware directory.

如果启用此选项,Cinema 4D 可以用文件保存一个默认的 Node Material 曲面(在内部,它包含40多个 Material 属性)。这可以包括链接纹理(也可以参见 Width/Height)和将被保存到 tex/cineware 目录中的烘焙节点材质的位图。

The material cache can be used by the Cineware SDK to, for example, transfer materials to third-party applications such as Unity or Unreal Engine.

例如,Cineware SDK 可以使用材质缓存将材质传输到第三方应用程序,如 Unity 或 Unreal Engine。

Note that there is no guarantee that the materials will be identical. These are all approximations since parameters are interpreted differently by different applications.

请注意,不能保证材质是完全相同的。这些都是近似值,因为不同的应用对参数的解释不同。

Width[0..128000]
Height[0..128000]

宽度[0. . 128000]高度[0. . 128000]

Here you can define the width of the texture to be exported in pixels.

这里您可以定义要导出的纹理的宽度(以像素为单位)。

Format

格式

Here you can define the bitmap format in which the texture to be exported should be saved. The selection made here depends on the format required by the target application.

这里您可以定义要导出的纹理保存的位图格式。这里所做的选择取决于目标应用程序所需的格式。

Depth

深度

Here you can define the color depth of the texture to be exported. Note that more than 8 bits per channel is not possible for all formats. *.tif, for example, can handle all three options: 8, 16 and 32-bit channels.

这里您可以定义要导出的纹理的颜色深度。请注意,并不是所有格式的每个通道都可以超过8位。*.例如,tif 可以处理所有三个选项: 8、16和32位信道。