Alembic Import Settings
导入设置
Use these settings to define which elements should be imported.
使用这些设置来定义应该导入哪些元素。
帧速率[1.500]
This value defines the FPS with which the Alembic animation is imported. The speed with which objects move will remain constant and the number of frames per animation time span will be modified.
这个值定义了导入 Alembic 动画的 FPS。对象移动的速度将保持不变,每个动画时间跨度的帧数将被修改。
插值
If you have an Alembic file that was saved without intermediate frames, it would be difficult for Cinema 4D to calculate the correct motion blur. In Cinema 4D R19, this option can be enabled to create a linear interpolation between the images (as well as between existing intermediat frames). This works for PSR animations for all objects, camera settings, point positions (mesh, SDS, curves (splines or hair with constant point counts), vertex colors and vertex maps).
如果你有一个 Alembic 文件,保存没有中间帧,这将是困难的Cinema 4d 计算正确的运动模糊。在 Cinema 4D R19中,这个选项可以在图像之间(以及现有的中间帧之间)创建一个线性插值。这适用于所有对象的 PSR 动画,相机设置,点位置(网格,SDS,曲线(带有常数点计数的样条或毛发) ,顶点颜色和顶点映射)。
An option of the same name can be enabled in the Alembic object at the object level.
可以在对象级别的 Alembic 对象中启用相同名称的选项。
开始框架[-300000. . 300000]
Use this setting to define the starting point at which the Alembic animation should be played in Cinema 4D. This can be useful, for example, if animations exported from other applications (that may start at frame 1 instead of frame 0 as in Cinema 4D) are not played synchronously with Cinema 4D. The higher the value, the farther the animation will be pushed back in time and vice-versa.
使用这个设置来定义阿兰比克动画应该在Cinema 4D 播放的起点。这可能是有用的,例如,如果动画从其他应用程序导出(这可能开始于帧1而不是像在Cinema 4D 帧0)没有同步播放Cinema 4D。值越高,动画就会被及时推回越远,反之亦然。
原创
Enable this option to import animations synchronously to those saved in the Alembic file.
启用此选项以将动画同步导入到保存在 Alembic 文件中的动画。
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。
相机
If enabled, all cameras contained in the Alembic file will be imported.
如果启用,Alembic 文件中包含的所有相机将被导入。
Use these options to define how Subdivision Surfaces should be imported:
使用这些选项来定义如何导入细分曲面:
曲线
Use these options to define how splines should be imported:
使用这些选项来定义应该如何导入样条:
积分
Use these options to define how ,points’ (these can be particles or special point clouds) should be declared in the Alembic file:
使用这些选项来定义如何在 Alembic 文件中声明,point’(这些可以是粒子或特殊的点云) :
Points will be imported as particle geometry (for Thinking Particles, note that the Max Particles setting in the Thinking Particles preferences might need to be increased.
点将进口为粒子几何(TP粒子,注意最大粒子设置在TP粒子偏好可能需要增加。
实例
If an Alembic file contains Cinema 4D instances, you can define here how Cinema 4D should import them (see also Instances).
如果 Alembic 文件包含 Cinema 4D 实例,可以在这里定义 Cinema 4D 应该如何导入它们(参见实例)。
能见度
The color-coded visibility for each object in the Object Manager - top dot for the Viewport, bottom dot for rendering - will be imported from the Alembic file into Cinema 4D if this option is enabled. (see also Visibility)
如果启用这个选项,对象管理器中的每个对象的颜色编码可见性—— Viewport 的顶部点,渲染的底部点——将从 Alembic 文件导入 Cinema 4D。(参阅能见度)
正常值
If enabled, vertex Normals will also be imported - as Normal tags. Otherwise normal Phong shading will be used.
如果启用,顶点法线也将作为普通标签导入。否则将使用普通 Phong 阴影。
无人驾驶飞机
Enable this option if the UV coordinates should be imported as a UVW tag.
如果 UV 坐标应该作为 UVW 标记导入,则启用此选项。
面部组合
Alembic supports polygon selections (which it calls FaceSets). Enabling this option will import these as Polygon Selection tags into Cinema 4D.
Alembic 支持多边形选择(称为 FaceSets)。启用此选项将导入这些作为多边形选择标签到C4D。
彩色地图
Enable this option if you want to import Vertex Maps or Vertex Colors (color maps). Vertex Maps exported by Cinema 4D will be recognized and imported as Vertex Maps.
如果要导入顶点映射或顶点颜色(彩色映射) ,请启用此选项。Cinema 4D 导出的顶点映射将被识别并导入为顶点映射。
Note that if Points is set to As Particle Geometry together with existing Vertex Colors, the respective colors will be assumed as Thinking Particles Data Channels. The names are: Vertex Color1(Vector) (color) and Vertex Color2(Real) (alpha).
注意,如果点与现有的顶点颜色一起被设置为 As Particle Geometry,那么相应的颜色将被假定为 Thinking Particles Data Channels。这些名字是: 顶点颜色1(向量)(颜色)和顶点颜色2(实数)(alpha)。
其他属性
Alembic files can contain point-based attributes (e.g., velocity, colors, etc.) that Cinema 4D won’t necessarily be able to handle. To make use of these attributes, they will be assigned to fitting tags (e.g., vertex colors or vertex maps) if this option is enabled. This can add up to several tags per attribute (one vertex map will, for example, be created per channel). If this option is enabled, these attribues will be assumed. The tags will be named and numbered (per channel) accordingly.
Alembic 文件可以包含 Cinema 4D 不一定能够处理的基于点的属性(例如,速度、颜色等)。为了利用这些属性,如果启用此选项,它们将被分配给拟合标记(例如,顶点颜色或顶点映射)。这可以为每个属性添加多达几个标记(例如,为每个通道创建一个顶点映射)。如果启用此选项,将假定使用这些属性。这些标记将被命名并编号(每个通道)。