FBX Export Settings

导出设置

General

常规

Tip: 提示:
If you experience problems importing FBX files it may be because the FBX files were saved using older FBX versions. You can download the 如果你遇到问题导入 FBX 文件,它可能是因为 FBX 文件保存使用旧的 FBX 版本。你可以下载FBX converter FBX 变换器 from the Autodesk website, which converts older formats to the new format. 从 Autodesk 的网站,转换旧的格式到新的格式 Tip: 提示:
To make sure that a rigged character’s bind pose and other poses are generated correctly when re-imported into Cinema 4D or when imported into other applications, all Joint objects must have a corresponding Weight tag assigned to them and they must be set in all poses. 为了确保被操纵角色的绑定姿势和其他姿势在重新导入到 Cinema 4D 或导入到其他应用程序中时能够正确生成,所有关节对象都必须有一个相应的权重标签分配给它们,并且它们必须在所有姿势中设置

If you have various animations on different Takes, each Take will also be exported as a separate FBX Take in the same FBX file.

如果你有不同的采取各种动画,每个采取也将导出为一个单独的 FBX 采取在相同的 FBX 文件。

The export can be aborted at any time by pressing the ESC.

可以通过按 ESC 随时终止导出。

Coordinate System

坐标系

Objects from Cinema 4D will be converted to the right-hand system; meshes and the direction of travel of the polygons will be corrected accordingly.

来自 Cinema 4D 的物体将被转换到右边的系统; 网格和多边形的移动方向将被相应地修正。

Parametric Objects

参数对象

All parametric objects will be converted to polygon objects.

所有参数对象将转换为多边形对象。

Lights

灯光

Spots, round spots and parallel lights can be converted directly. Details such as falloff, etc. cannot be set. The following allocation applies to the types that cannot be displayed:

点、圆点和平行光可以直接转换。无法设置诸如脱落等细节。下列分配应用于无法显示的类型:

Square Spot, Parallel Spot (round), Parallel Spot (square) -\ Round Spot

方点,平行点(圆点) ,平行点(方点)-圆点

Distance -\ Directional and. Parallel

距离-方向和。平行

Cylinders, Area -\ Omni^

气缸,面积 -Omni ^

If a Null object was parented to a light upon import, it will be removed automatically upon export.

如果一个 Null 对象在导入时出现在一个 light 中,那么它将在导出时自动删除。

Environment Object

环境对象

The environment color will be exported.

环境颜色将被导出。

Object Visibility

对象可见性

The Renderer on setting (gray, red or green point at bottom right of Object Manager) will be saved as the visibility setting.

设置上的渲染器(对象管理器右下角的灰色、红色或绿色点)将被保存为可见性设置。

Parameters

参数

General

常规

File Format

档案格式

Here you can select the FBX version that should be used for export. Which one should be selected depends on which version the application into which you want to import can read.

在这里你可以选择的 FBX 版本,应该用于出口。应该选择哪个版本取决于要导入到其中的应用程序可以读取哪个版本。

As Text File

作为文本文件

If enabled, the FBX file will be saved in ASCII text format. This makes it easier, for example, for game developers to import animations into game engines.

如果启用,FBX 文件将以 ASCII 文本格式保存。这使得游戏开发者更容易将动画导入到游戏引擎中。

Selection Only

仅供选择

If this option is enabled, only the selected objects, including their Child objects will be exported.

如果启用此选项,则只会导出选定的对象,包括其子对象。

Global Coordinates

全球坐标

Selected objects will be saved with global coordinates (instead of with local coordinates or the Parent object, as is usually the case with objects in hierarchies.

选定的对象将使用全局坐标保存(而不是使用局部坐标或父对象,通常使用层次结构中的对象。

Lights

灯光

Enable this option if you want to export Cinema 4D light sources.

启用此选项,如果你想出口Cinema 4D 光源。

Cameras

相机

Enable this option if you want to export cameras.

如果要导出相机,请启用此选项。

Splines

样条

Enable this option if you want to export splines.

如果要导出样条,请启用此选项。

Instances

实例

The Cinema 4D Instance, Array and Clone objects can also be saved as an instance in the FBX file (whereby the file size will reduce accordingly). If this option is enabled, a complete polygon object will be created for each instance.

Cinema 4D Instance、 Array 和 Clone 对象也可以作为一个实例保存在 FBX 文件中(这样文件大小就会相应减少)。如果启用此选项,将为每个实例创建一个完整的多边形对象。

Geometry

几何学

Subdivision Surface

细分曲面

Enable this option if you want to export Subdivision Surfaces (only as TypeCatmull-Clark), including weighting.

如果要导出细分曲面(仅作为 TypeCatmull-Clark) ,请启用此选项,包括加权。

If this option is disabled, only the cage object will be exported.

如果禁用此选项,则只会导出 cage 对象。

Normals

正常值

Saving Normals is important for files created for MotionBuilder, Unity or Maya. All Phong tag information (incl. broken Phong edges) is exported in the Normals.

对于为 MotionBuilder、 Unity 或 Maya 创建的文件,保存法线非常重要。所有 Phong 标签信息(包括。断裂的 Phong 边缘)是导出在法线。

Vertex Colors

顶点颜色

Enable this option if all Vertex Colors should be exported.

如果应该导出所有顶点颜色,则启用此选项。

Make sure that the Vertex Colors Type (point or polygon-based) is also saved accordingly.

确保顶点颜色类型(基于点或多边形)也相应保存。

Baked Subdivision Surface

烤细分曲面

If this option is enabled, a Subdivision Surface will be exported in a subdivided polygon object which is defined by the Subdivision Renderer. If this option is disabled, only the non-subdivided cage object will be exported.

如果启用此选项,一个细分曲面将被导出到细分多边形对象中,该对象由细分渲染器定义。如果禁用此选项,则只会导出未分割的笼对象。

Note in conjunction with this that tags that are ,based on’ non-subdivided cage objects (such as Selection or Weight tags) will not be adapted and will therefore no longer fit to the exported, subdivided (i.e., option enabled) object.

与此同时要注意的是,那些基于“非细分笼子对象”(如选择标签或称重标签)的标签将不再适用,因此将不再适合导出的细分(即启用选项)对象。

Triangulate

三角形

If this option is enabled, meshes will basically be exported as triangles (quads and n-gons will also be converted to triangles).

如果这个选项被启用,网格基本上将被导出为三角形(四边形和 n 边形也将被转换为三角形)。

Vertex Maps to Vertex Colors

顶点颜色的顶点映射

If this option is enabled, all vertex maps will be exported as vertex colors.

如果启用此选项,则所有顶点映射将导出为顶点颜色。

Animation

动画

Tracks

足迹

The following Tracks are supported:

支持下列轨道:

Bake All Frames

烘培所有的框架

This option is the same as the Bake Objects option in the Timeline. If enabled, a keyframe will be set for each frame of animation. If disabled, A series of neighboring keyframes with the same value will be reduced to the first and last keyframes of that value.

此选项与时间轴中的 Bake Objects 选项相同。如果启用,将为动画的每一帧设置一个关键帧。如果禁用,具有相同值的一系列相邻关键帧将减少到该值的第一个和最后一个关键帧。

PLA to Vertex Cache

从 PLA 到顶点缓存

Enable this option if you want to export PLA animations (or splines). Vertex data will then be saved for the PLA animated objects for each animation frame. A folder named according to the FBX Project file will be created in the save path, in which 2 files (*.xml and *.mc) for each PLA animation object will in turn be saved, named accordingly. These file and folder names, as well as the hierarchy may not be modified. Otherwise they cannot be read correctly by the application importing them.

如果您想导出 PLA 动画(或样条) ,请启用此选项。顶点数据然后将保存的 PLA 动画对象为每个动画帧。根据 FBX 项目文件命名的文件夹将在保存路径中创建,其中2个文件(* 。Xml 和 * 。每个 PLA 动画对象将依次保存,并相应地命名。这些文件和文件夹名称以及层次结构可能不会被修改。否则,导入它们的应用程序无法正确地读取它们。

Any Muscle objects that are present will also be exported as a PLA with this option.

任何肌肉对象,目前也将出口作为解放军与此选项。

Tip: 提示:
Avoid using Unicode symbols (all symbols not displayed on normal English or German keyboards) when naming files or folders. These are not supported under Windows for Point Cache export. 在命名文件或文件夹时,避免使用 Unicode 符号(普通英语或德语键盘上没有显示的所有符号)。这些不支持 Windows 下的点缓存导出

Materials

材质

Material

材质

None

没有

No materials will be exported.

不出口任何材质。

Phong / Lambert

潘国明/兰伯特

Select Phong/Lambert if you want to export materials. This is a "long established" material model that supports almost all 3D applications. To get a rough impression which standard material properties can be exported, take a look at Supported material properties.

如果你想出口材质,选择 Phong/Lambert。这是一个“长期建立”的材质模型,支持几乎所有的3D 应用。要得到一个粗略的印象,哪些标准材质的性能可以导出,看看支持材质的性能。

Node Materials will also be exported correspondingly (these will be saved as a simplified version in FBX and the Node setup itself cannot be saved).

节点材质也将相应地导出(这些将作为一个简化版本保存在 FBX 和节点设置本身不能保存)。

Textures will be saved to the "tex" project folder (regardless if Imbed Textures is enabled or not; you will have to delete these manually, if necessary).

纹理将被保存到“ tex”项目文件夹中(不管 Imbed Textures 是否被启用; 如果需要,您将不得不手动删除这些)。

Bake Materials

烘焙材质

If you are using Node or plug-in materials that support baking in your scene, these textures can be baked. You can configure the texture size and image format uniformly for all materials. For Node Materials, the current Node Space will be taken into consideration. The actual number of textures and the quality of the baking compared to the original procedurals depends on the respective Node Space. Baking generally includes properties such as color, transparency, emission, roughness, etc.

如果你正在使用 Node 或者插件材质来支持场景中的烘培,这些材质可以烘培。您可以为所有材质统一配置纹理大小和图像格式。对于节点材质,将考虑当前的节点空间。与原始程序相比,实际的纹理数量和烘焙的质量取决于各自的节点空间。烘焙通常包括诸如颜色、透明度、发光、粗糙度等特性。

If this option is disabled, no baking will take place, standard materials will be exported and Node Materials will be ignored.

如果禁用此选项,将不进行烘焙,标准材质将被导出,节点材质将被忽略。

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。

Embed Textures

嵌入纹理

If enabled, textures will be imbedded into the FBX file. If disabled, an absolute path to the texture will be saved. This will, of course, make the file smaller but the texture will no longer be found if the FBX file is moved to another computer or directory.

如果启用,纹理将嵌入到 FBX 文件。如果禁用,将保存纹理的绝对路径。当然,这会使文件变得更小,但是如果将 FBX 文件移动到另一台计算机或目录中,将不会再找到纹理。

Substances

物质

Enable this option if you want to export existing Substances to FBX. The substance material (as with all other materials) must be assigned to the respective object.

启用此选项,如果你想出口现有的物质到 FBX。物质材质(和所有其他材质一样)必须分配给各自的对象。

The following limitations exist:

存在以下限制:

Optional

可选的

Up Axis
Flip Z Axis

轴上翻 z 轴

Use these settings to optimize your scene’s axis orientation for export to an application with a different axis system.

使用这些设置来优化场景的轴线方向,以便导出到具有不同轴线系统的应用程序。

LOD Name Suffix

名称后缀

If this option is enabled, the objects under the LOD object will be given the suffix _LODx, whereby the x represents a consecutive number. Unity 3D, for example, requires this naming convention.

如果启用此选项,LOD 对象下的对象将被赋予后缀 _lodx,其中 x 表示一个连续的数字。例如,Unity 3D 就需要这个变数命名原则。

Note that FBX only supports the LOD ModeChildren, whereby H/V Screen Size and Screen Surface is output as a percent value, which can, for example, be read by Maya.

请注意,FBX 只支持 LOD modecchildren,其中 H/V 屏幕尺寸和屏幕表面是作为百分比值输出,这可以,例如,读取玛雅。