3D Studio Import
3D Studio Import
General
常规
- These files are loaded: 这些文件被加载:
– 3DS (regular 3DS files)
- 3DS (一般的3DS 档案)– PRJ (3DS project files)
- PRJ (3DS 计划档案)
– MLI (3DS materials libraries).
- MLI (3DS 资料库)。
- The object hierarchy is copied 1:1, referenced objects are duplicated in Cinema 4D. 对象层次结构是复制1:1,参考对象是复制在 Cinema 4D
- The
following material channels are imported: environment light, specular color, specular settings (which are
recalculated), transparency, luminance, color texture, specular texture, transparency texture, environment
texture, relief (bump) texture, luminance texture. 导入以下材质通道: 环境光、镜面颜色、镜面设置(重新计算)、透明度、亮度、颜色纹理、镜面纹理、透明纹理、环境纹理、浮雕纹理、亮度纹理
- UV mapping is
copied. 复制紫外线贴图
- Animation. 动画
- Position, scaling, rotation and light sequences are adjusted to suit
Cinema 4D. 位置,缩放,旋转和光线顺序调整,以适应Cinema 4D
- Textures can be renamed automatically on loading. 纹理可以在加载时自动重命名
- Target objects loaded from
3DS (from cameras and light sources) become axes (null objects) and are given the extension 目标物体从3DS 加载(来自摄像机和光源)成为轴(空物体) ,并给予扩展t, which is added to their object name. ,将其添加到对象名称中
- 3DS files are binary files and are
not recognized by their extensions but by their identifier. 3DS 文件是二进制文件,不通过它们的扩展名而是通过它们的标识符来识别
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。
Adapt Textures
Suffix
改编文本/后缀
3D Studio does not support as many graphics file formats for textures etc. as Cinema 4D. Its main format
is TIFF. If you enable this option, all texture filename extensions are changed to that which you have
specified in the Suffix box (for example frame.jpg becomes frame.tif).
3D 工作室不像 Cinema 4D 那样支持纹理等图形文件格式。它的主要格式是 TIFF。如果启用此选项,所有纹理文件扩展名都将更改为您在“后缀”框中指定的文件名(例如 frame.jpg 将变为 frame.tif)。
This option is for import only. Only the name is changed. You still need to convert the image, which can, for
example, be done in the Picture Viewer.
此选项仅用于导入。只有名字被改了。您仍然需要转换图像,例如,可以在图片查看器中完成。