FBX Import Settings

导入设置

Cinema 4D’s FBX import filter supports the main FBX settings. If the file is encrypted, you will be requested to enter a password.

Cinema 4D 的 FBX 导入过滤器支持主要的 FBX 设置。如果文件是加密的,您将被要求输入密码。

If the FBX file contains multiple Takes (these are equivalent to Cinema 4D Takes), they will be assigned to Takes accordingly.

如果 FBX 文件包含多个 take (这些相当于 Cinema 4D Takes) ,他们将被相应地分配到 Takes。

To switch off the import of geometry objects, lights or cameras, disable the corresponding option. If any of these objects are targets for a Target tag, they will replaced by a Null object that will act as the target instead.

若要关闭几何对象、灯光或相机的导入,请禁用相应的选项。如果这些对象中有任何一个是 Target 标记的目标,那么它们将被一个 Null 对象替代,该对象将充当目标。

Note that numerous render preference settings (e.g., render image rate and render resolution) will be saved as camera properties in the FBX file, i.e., an active camera is must be included when exporting to FBX (if no active camera is included, the editor camera will be used).

请注意,许多渲染偏好设置(例如,渲染图像速率和渲染分辨率)将被保存为 FBX 文件中的相机属性,也就是说,当导出到 FBX 时必须包括一个活动的相机(如果没有活动的相机,将使用编辑器相机)。

Upon import, the active camera’s values will be used.

在导入时,将使用活动相机的值。

Coordinate System

坐标系

Files coming from a right-handed system are converted to the left-handed system used by Cinema 4D. Meshes and the direction of polygons are also corrected to the differences between the coordinate systems into account.

来自右手系统的文件被转换成 Cinema 4D 使用的左手系统。考虑到坐标系之间的差异,对网格和多边形的方向也进行了修正。

Object Visibility in the Viewport

物体在 Viewport 的可见性

Enable this option to take object visibility into account. Visible and invisible objects will be assigned the corresponding status via their visibility dots in the Object Manager. Child objects that have the same visibility as the parent will be set to the unchanged status.

启用此选项以考虑对象可见性。可见和不可见的对象将通过它们在对象管理器中的可见点被分配相应的状态。与父对象具有相同可见性的子对象将被设置为不变状态。

Settings

设置

General

常规

Geometry

几何学

Here you can define if geometry (incl. polygonal bodies) should be imported.

这里您可以定义几何(包括多边形体)是否应该导入。

Curves

曲线

If this option is enabled, any splines that are present (referred to as ,curves’ in FBX terminology) will be imported.

如果启用此选项,将导入存在的任何样条(在 FBX 术语中称为“曲线”)。

Cameras

相机

Cameras are supported including the roll channel and FOV. The cameras will be imported as child objects of a Null object, thus allowing camera roll to be animated. Camera switchers will be converted to Stage objects with a corresponding animation track.

支持相机,包括滚动通道和视场。摄像机将作为 Null 对象的子对象导入,从而允许摄像机滚动被动画。摄像机切换器将转换为舞台对象与相应的动画轨道。

Lights

灯光

FBX supports the following types of lights: omni, round spot and directional. Directional lights will be imported as parallel lights to ensure 3ds Max files are imported correctly. The ambient color will be converted to an Environment object to allow correct import into MotionBuilder should you export the scene back to FBX later on.

FBX 支持以下类型的灯: 全方位,圆点和定向。方向灯将进口作为平行灯,以确保3ds 最大文件导入正确。环境颜色将被转换为一个环境对象,以允许正确的进口到 MotionBuilder 应你出口场景回到 FBX 后。

Instances

实例

If an FBX file contains instances, these can be loaded as such if this option is enabled. Otherwise each instance will be imported as a complete polygon object.

如果一个 FBX 文件包含实例,这些可以加载,如果这个选项是启用。否则,每个实例将被导入为一个完整的多边形对象。

Markers

标记

Markers will be converted to Null objects with a corresponding color.

标记将转换为带有相应颜色的 Null 对象。

Geometry

几何学

Subdivision Surface

细分曲面

Enable this option if you want to import Subdivision Surfaces saved as TypeCatmull-Clark (incl. weighting) in an FBX file. Otherwise only the cage object will be imported.

如果要导入保存为 TypeCatmull-Clark 的细分曲面,请启用此选项(包括。权重)在一个 FBX 文件。否则,将只导入保持架对象。

Deformation

变形

When enabled, the deformations from the FBX file will be assumed.

当启用,从 FBX 文件的变形将被假定。

Normals

正常值

This refers to point Normals that are stored in a tag. Enabling the option can result in better rendering results when importing mesh from other 3D applications.

这是指存储在标记中的点法线。启用该选项可以导致更好的渲染结果时,从其他3D 应用导入网格。

Existing Normals will be converted to a Phong tag with edge breaks and no Normal tag will be generated. The original Phong angle cannot be recreated but the geometry will receive the same shadows and is therefore completely modifiable (which would not be the case with a Normal tag).

现有的法线将被转换为具有边缘断开的 Phong 标签,不会产生任何法线标签。原来的 Phong 角度不能重新创建,但几何将接收相同的阴影,因此是完全可修改的(这将不是一个普通标签的情况)。

Vertex Colors

顶点颜色

If this option is enabled, Vertex Colors saved in an FBX fila as a Vertex Color tag (with a correctly defined Vertex Color option) will be imported.

如果启用此选项,将导入保存在 FBX 文件中的顶点颜色作为顶点颜色标记(具有正确定义的顶点颜色选项)。

Grayscale to Vertex Maps

顶点图的灰度

If this option is enabled, any vertex grayscales contained in the FBX file (i.e., a grayscale assigned to a point that, for example, is used as weighting) will be imported into Cinema 4D as a vertex map (grayscale). If this option is disabled, grayscales will also be imported as Vertex Color tags.

如果启用此选项,FBX 文件中包含的任何顶点灰度(例如,分配给一个点的灰度,用作权重)将作为顶点映射(灰度)导入 Cinema 4D。如果禁用此选项,灰度也将作为顶点颜色标记导入。

Animations

动画

Tracks

足迹

The following animation Tracks are supported:

支持以下动画轨道:

Constraints animation is not supported by the FBX SDK. Only MOTIONBUILDER can animate these files (see Troubleshooting).

Fbxsdk 不支持约束动画。只有 MOTIONBUILDER 可以对这些文件进行动画处理(请参阅故障排除)。

Clean Tracks

干净的足迹

This option is the same as the Clean Tracks option in the Timeline. 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“清除轨道”选项相同。具有相同值的一系列相邻关键帧将减少为该值的第一个和最后一个关键帧。

Vertex Cache to PLA

顶点缓存到 PLA

Enable this option if you want to import PLA animations within an FBX Project. When doing so, note that PLA animations will be saved to separate folders and files (see also PLA to Vertex Cache). The corresponding folder will most likely have the extension *.fpc if the FBX files come from Maya or 3D Studio Max. However, in the Cinema 4D open dialog window the *.fbx file itself must always be opened.

启用此选项,如果你想导入解放军动画在 FBX 项目。当这样做时,注意 PLA 动画将被保存到单独的文件夹和文件中(参见 PLA to Vertex Cache)。相应的文件夹很可能有扩展名 * 。如果 FBX 文件来自 Maya 或3D Studio Max。然而,在C4D 打开的对话窗口中 * 。Fbx 文件本身必须始终打开。

Poses

姿势

If the FBX file contains poses, this option controls whether the poses should be evaluated and, for example, imported as PLA.

如果 FBX 文件包含姿势,这个选项控制是否应该评估姿势,例如,作为 PLA 导入。

Single Material Selection Sets

单一材质选择集

If this option is enabled, Cinema 4D will also create a Selection tag when the material is assigned to the entire object (which would not be necessary for Cinema 4D itself). This can be useful if you want to re-export the object (e.g., to Alembic) and want to maintain this selection (Face Sets).

如果启用这个选项,Cinema 4D 也会在材质被分配给整个对象时创建一个 Selection 标签(Cinema 4D 本身并不需要这个选项)。如果您想要重新导出对象(例如,到 Alembic)并且想要维护这个选择(面部设置) ,这将非常有用。

Materials

材质

Material

材质

Use this menu to define if and how the material defined in the FBX file should be imported into Cinema 4D.

使用这个菜单来定义是否和如何在 FBX 文件中定义的材质应该导入到C4D。

Please note that materials will only be approximated when importing between different applications. There is no guarantee that they will be identical because the applications and material definitions differ slightly.

请注意,材质只有在不同应用程序之间进口时才会接近。不能保证它们是相同的,因为应用程序和材质定义略有不同。

None

没有

No material will be exported.

不会出口任何材质。

Standard

标准

The imported material will be defined using a Cinema 4D default material New Standard Material. Any textures will be assigned the respective material channels and loaded there. Here, the FBX import will behave as in previous Cinema 4D versions (prior to S22): all common material channels, including textures, will be imported.

进口材质将定义使用Cinema 4D 默认材质新标准材质。任何材质都会被分配到相应的材质通道并加载到那里。在这里,FBX 导入将表现为以前的C4D 版本(在 S22之前) : 所有常见的材质渠道,包括纹理,将被导入。

Substances

物质

Enable this option if you want to import Substances linked within the FBX file.

如果您想导入 FBX 文件中链接的物质,请启用此选项。

Supported material properties

支撑材质特性

This list contains the supported material properties. FBX properties are on the left and the corresponding Cinema 4D properties (with regard to a default material) are on the right.

此列表包含受支持的材质属性。FBX 属性位于左侧,相应的 Cinema 4D 属性(关于默认材质)位于右侧。

FBX Cinema 4D C4D院
Emissive/EmissiveFactor 发射/发射因子 Luminance channel: Color, Texture/Brightness 亮度通道: 颜色,纹理/亮度
Ambient/AmbientFactor 环境/氛围因素 Environment channel: Color, Texture/Brightness 环境通道: 颜色,纹理/亮度
Diffuse/DiffuseFactor/Alpha 漫反射/扩散因子/alpha Color channel: Color, Texture/Brightness/Image alpha 颜色通道: 颜色,纹理/亮度/图像 alpha
Specular/SpecularFactor/Reflection/Reflection Factor 镜面/镜面因子/反射/反射因子 These material properties are passed on via the Reflectance channel. In Cinema 4D, very complex materials can be defined here that will, however, be strongly simplified for FBX. For multiple layers, for example, only the most influential will be used, etc. 这些材质特性通过反射通道传递。在C4D中,非常复杂的材质可以在这里定义,然而,将强烈简化为 FBX。例如,对于多层,只使用最有影响力的层,等等
Shininess 闪亮 Reflectance channel: Width, Roughness 反射通道: 宽度,粗糙度
NormalMap 正常地图 Normal channel: Texture 正规通道: 纹理
Bump/BumpFactor Bump channel: Texture/Strength 凹凸通道: 纹理/强度
TransparentColor/TransparencyFactor 透明色/透明度因子 Transparency channel: Color, Texture/Brightness 透明通道: 颜色,纹理/亮度
DisplacementColor/DisplacementFactor 置换颜色/置换因子 Displacement channel: Texture/Strength 置换通道: 纹理/强度

Node Material

节点材质

This mode is more involved for you as a user. All material properties within the FBX file will be assigned to a Node that, for example, can look like this (or differently):

作为用户,这种模式更复杂。文件中的所有材质属性将被分配给一个 Node,例如,它可以看起来像这样(或者不同) :

Left: this is how an FBX material enters Cinema 4D; on the right, a working material was created manually. 左图: 这是 FBX 材质如何进入Cinema 4D; 在右图中,一个工作材质是手工制作的

The Node that contains all material values and textures and makes them available to the Cinema 4D Node system is marked red. Textures are already linked with this Node.

包含所有材质值和纹理并且可以在 Cinema 4D Node 系统中使用的 Node 被标记为红色。纹理已经与这个节点链接。

Since the material property values cannot be clearly interpreted - different applications with their respective interpretation of settings and material models work differently from Cinema 4D - you have to make sure that you properly sync the values and textures that the Node supplies with the BSDF Material Node (Standard/Physical renderers). This is shown on the right side of the image above. Here, a Diffuse output was, for example, linked with the Color input of a Diffuse Node, or a Roughness texture was fed into a BSDF Node, which gives the Material Node a second, reflective layer. It can also be that, for this Roughness texture, the brightness has to be inverted using a Invert Color Node because the exporting application interprets such a texture differently. This and similar factors are what Cinema 4D cannot know and will have to be synchronized by you manually.

由于材质属性值不能被清楚地解释——不同的应用程序对设置和材质模型的解释不同于 Cinema 4D ——你必须确保正确地同步 Node 提供的值和纹理与 BSDF 材质节点(标准/物理渲染器)。这是显示在右侧的图像上面。例如,一个漫反射输出与一个漫反射节点的颜色输入相连接,或者一个粗糙纹理被输入到一个 BSDF 节点,这样材质节点就有了第二个反射层。也可以是,对于这个粗糙度纹理,亮度必须使用反转颜色节点来反转,因为导出应用程序对这样的纹理解释不同。这和类似的因素是什么Cinema 4d 不能知道,将不得不由你手动同步。

If textures are imbedded in the FBX file, these will be saved to a filename_fbm file at the project’s location.

如果纹理嵌入到 FBX 文件中,这些纹理将被保存到项目位置的文件名 _fbm 文件中。

Node Space

节点空间

If you import an FBX material as a Node Material, you have to define the Node Space in which the Node material should be saved. Different renderers use different Node Spaces (and these in turn different Material Nodes). Only Standard/Physical is available, which can, depending on the 3rd-Party renderer installed, contain more options.

如果你导入一个 FBX 材质作为节点材质,你必须定义节点空间中的节点材质应该保存。不同的渲染器使用不同的节点空间(这些依次是不同的材质节点)。只有标准/物理可用,它可以根据安装的第三方渲染器包含更多的选项。

Material exchange limitations

材质交换的限制

The FBX material exchange (this includes the FBX export) has the following limitations:

FBX 材质交换(包括 FBX 出口)有以下限制:

Optional

可选的

Flip Z Axis
Up Axis

翻转 z 轴向上轴

Due to its popularity, the FBX format is used by a wide range of applications, some of which have a different axis system from Cinema 4D. These settings can be used to compensate. If a scene is imported from a given application that rotates the back side to the front, the Flip Z Axis option should be enabled. The Up Axis settings will import the respective axis in the FBX file oriented upwards. For clarification: the FBX file’s vertex sets will always be mirrored or rotated. The object point axes in Cinema 4D will always point in the usual directions (Y up, X right, Z rear).

由于它的流行,FBX 格式被广泛的应用,其中一些有不同的轴系统从Cinema 4D。这些设置可以用来补偿。如果场景是从一个给定的应用程序导入的,该应用程序会将场景的后面旋转到前面,那么应该启用 Flip z Axis 选项。向上轴设置将导入各自的轴在 FBX 文件面向向上。澄清一下: FBX 文件的顶点集将始终镜像或旋转。Cinema 4D 中的物体点轴总是指向通常的方向(y 向上,x 向右,z 向后)。