3D Studio Export

3D Studio Export

General

常规

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

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: