OBJ ExportPresets 预设Geometry 几何学Material 材质Animation 动画Optional 可选的

Geometry

几何学

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。

UVs
Normals

Uvs/normals

Use this setting to define if vertex Normals should be imported/exported. Phong tags can be generated for import.

使用此设置来定义顶点法线是否应该导入/导出。可以生成 Phong 标签来导入。

Vertex Colors

顶点颜色

Flip X Axis
Flip Y Axis
Flip Z Axis
Swap X and Y Axes
Swap X and Z Axes
Swap Y and Z Axes

轴交换 x 轴和 y 轴交换 x 轴和 z 轴交换 y 轴和 z 轴

The OBJ format always assumes object axes from the world origin. Other object poitions or orientations in the OBJ file are achieved only via object point positions. Once such a file is imported it can be modified as usual (the Axis Center... command can be helpful).

OBJ 格式总是采用从世界原点开始的对象轴。OBJ 文件中的其他对象定位或方向仅通过对象点位置来实现。一旦导入了这样的文件,就可以像通常一样修改它(Axis Center... 命令可能会很有帮助)。

Since the OBJ format is such a commonly used format and different applications use different axis systems (with almost any imaginable axis combination, even with the Y axis pointing to the rear), these settings let you adjust the axes accordingly.

由于 OBJ 格式是这样一种常用的格式,不同的应用程序使用不同的轴系统(与几乎任何可以想象的轴组合,甚至与 y 轴指向后方) ,这些设置让您相应地调整轴。

When importing certain OBJ files, for example, an object can literally be stood on its head. Enabling the Flip Y Axis option can prevent this from happening. Or you can switch the X and Y axes when exporting to a particular application because it has a different axis system. To do so, simply enable the Swap X and Y Axes option.

例如,当导入某些 OBJ 文件时,一个对象可以从字面上看是站在它的头上的。启用 Flip y Axis 选项可以防止这种情况发生。或者,您可以在导出到特定应用程序时切换 x 轴和 y 轴,因为它具有不同的轴系统。为此,只需启用 Swap x 和 y 轴选项。

Flip Faces

翻转脸

If this option is enabled, all polygon Normals will be flipped upon import/export.

如果启用此选项,则所有多边形法线将在导入/导出时翻转。

Resolve N-gons
Objects as Groups

将 n 个函数对象分解为组

The OBJ format uses several methods for grouping polygons, primarily Groups and Objects (in the .obj files they only differ by one letter: either a g or an o will be placed before the group or object name). Some programs interpret groups and objects differently while others don’t differentiate at all.

OBJ 格式使用几种方法对多边形进行分组,主要是组和对象(在。Obj 文件只有一个字母不同: 一个 g 或一个 o 将放在组或对象名之前)。有些程序解释组和对象的方式不同,而其他程序则完全不区分。

If this option is enabled, Cinema 4D will declare each object as a group for export (primarily suited for export to 3ds Max), otherwise the objects will be declared as objects.

如果启用此选项,Cinema 4D 将将每个对象声明为一个导出组(主要适合导出到3ds Max) ,否则这些对象将声明为对象。