3D Studio Export
3D Studio Export
General
常规
- All polygon objects, light sources and cameras are exported, Generator objects are transformed into
polygon objects. 导出所有的多边形对象、光源和摄像机,生成器对象转换为多边形对象
- Material export: color, luminance, transparency, environment, specular, specular
color, relief (bump), all with any defined textures. The mean value of the texture channel is exported with
the shader. 材质输出: 颜色,亮度,透明度,环境,镜面,镜面颜色,浮雕(凸起) ,所有定义的纹理。纹理通道的平均值通过着色器输出
Tip:
提示:
Regrettably, 3D Studio can cope only with filenames consisting of eight characters plus a three-letter
extension. Therefore texture filenames will be truncated to conform with this restriction. Also, do not use
any special characters.
遗憾的是,3D Studio 只能处理包含8个字符和3个字母扩展名的文件名。因此,纹理文件名将被截断以符合这一限制。另外,不要使用任何特殊字符3Ds max accepts only one UV coordinate per point. Therefore texture mapping may appear different after
exporting in this format.
3Ds max 每个点只能接受一个 UV 坐标,因此在导出这种格式后纹理映射可能会有所不同。
Scale
比例
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).
这个因素可以发现在许多地点在整个C4D 时,导入或导出外国格式。因此,如果在导入函数中看到使用了这个因子,不要感到惊讶(这里将这个因子作为一个整体来解释)。
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.
这个因子允许您在导入/导出时缩放文件,也就是说,几乎所有保存在文件中的相关数值或要保存的数值都将乘以这个因子,然后在加载时保存或解释。
The unit at the right in turn defines how upon
右边的单位依次定义了
- Import 进口 the numerical value saved in the file is converted to the current
Cinema 4D unit. Example: if an X value of 保存在文件中的数值被转换为当前的 Cinema 4D 单元。示例: 如果 x 值为1 is saved in the file and
you define 保存在文件中,然后定义Feet 脚, the X value will be converted to 30.48 cm in
Cinema 4D (if centimeters are defined by default in Cinema 4D). 在 Cinema 4D 中,x 值将转换为30.48厘米(如果在 Cinema 4D 中默认定义厘米)
- Export 出口 numerical values are saved in the file. Example: an X value is set to 数值保存在文件中。例如: x 值设置为100 cm 100厘米 in Cinema 4D. If you define 在C4D。如果你定义Feet 脚
for export, the exported file will save a numerical value of 3.281 (1 meter = 3.281 feet). 对于导出,导出的文件将保存一个数值为3.281(1米 = 3.281英尺)
More information about units and scaling can be found in the Project
Scale section.
关于单位和缩放的更多信息可以在项目缩放部分找到。
Split Discontinuous Points
分裂不连续点
This option became necessary due to the fact that the 3ds max format can only save a single UV point for each
3D point (Cinema 4D saves coordinates for every point and every polygon). If this option is active,
additional 3D points will be generated.
这个选项是必要的,因为3ds max 格式只能为每个3D 点保存一个 UV 点(Cinema 4D 为每个点和每个多边形保存坐标)。如果此选项处于活动状态,将生成其他3D 点。
However this will cause the following issue to arise:
然而,这将引起以下问题:
- Active option: Geometry will be exported with correct UV coordinates. This can, though, result in faulty
phong shading. 主动选项: 几何图形将导出正确的紫外线坐标。这可能会导致错误的 phong 阴影
- Deactivated option: Phong shading will be calculated correctly but UV coordinates may
be faulty. 停用选项: Phong 阴影将被正确计算,但紫外线坐标可能是错误的