OBJ Import 深圳市欧比杰进出口有限公司Presets 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。

Splitting

分裂

Use this setting to define if and how the objects to be imported should be structured. If multiple objects are created they will all be placed under a single Null object.

使用此设置定义是否以及如何导入对象。如果创建了多个对象,那么它们都将被置于一个 Null 对象之下。

By Object

通过对象

Each object defined as such in the OBJ file (these are named "o" in the OBJ file) will also be imported as a separate object. When splines are imported, individual splines will be created.

在 OBJ 文件中定义的每个对象(在 OBJ 文件中被命名为“ o”)也将作为单独的对象导入。导入样条时,将创建单个样条。

By Material

通过材质

Surfaces with the same material will be combined to a single object. Make sure select the correct option for the Material setting. If you do not allow *.mtl files to be read, the Splitting setting will be rendered useless.

具有相同材质的表面将组合成一个单一的物体。确保为 Material 设置选择了正确的选项。如果你不允许 * 。如果要读取 mtl 文件,则“分割”设置将变得无用。

By Identical Name

相同的名字

If this option is enabled, polygon groups of the same name will be brought together as a single object.

如果启用此选项,同名的多边形组将合并为单个对象。

Script Console Reporting

脚本控制台报告

If this option is enabled, a range of information will be output in the Console. Included is information about number of points or objects imported, object names, polygon count per object, how long the import took and so on.

如果启用此选项,将在控制台中输出一系列信息。包括关于导入的点或对象的数量、对象名称、每个对象的多边形数量、导入时间等信息。

Combine All

结合所有

All polygonal objects will be combined into a single object mesh. Different materials will be assigned via polygon selections. When importing splines, al splines will be combined as spline segments in a single spline.

所有的多边形物体将组合成一个单一的物体网格。不同的材质将通过多边形选择来分配。当导入花键时,花键将被组合成单个花键的花键段。

Lines

台词

Lines in the OBJ file correspond to the Linear spline Type in Cinema 4D and will also be imported as such by default.

OBJ 文件中的行对应于C4D 中的线性样条类型,并且默认情况下也会导入。

The Splitting setting described above defines how the line segments are organized (whether as separate splines or as a single spline). The following options are available:

上面描述的分割设置定义了线段的组织方式(无论是作为单独的样条还是作为单独的样条)。以下方案可供选择:

Default

违约

The lines will be imported as splines. Depending on the OBJ file, open contours can result with the last spline segment being open. If this is the case, use the next option.

这些线条将作为样条导入。根据 OBJ 文件,开放轮廓可以导致最后一个样条段被打开。如果是这种情况,使用下一个选项。

Closed

关闭

The spline will always be imported with the Close Spline option enabled, i.e., the spline segments will always be closed. The first and last points will be connected. If spline start and end points lie on top of each other, the Optimize... command can be used to melt these points.

总是在启用了闭合样条选项的情况下导入样条,也就是说,样条段总是闭合的。第一点和最后一点将连接起来。如果样条的起点和终点位于彼此之上,优化... 命令可以用来融化这些点。

As Polygons

作为多边形

A polygonal object made up of triangles will be created from each polyline. This works best with polylines that lie on a single plane and, ideally, form a closed outline. This produces the best shapes.

一个由三角形组成的多边形对象将从每个多边形线创建。这最适用于单一平面上的多边形线,理想情况下,形成一个封闭的轮廓。这样可以得到最好的形状。

UVs

无人驾驶飞机

Normals

正常值

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。

None

没有

No information pertaining to Normals will be processed (and no Phong tag will be created upon import).

不会处理任何与法线相关的信息(导入时也不会创建 Phong 标签)。

Phong Tag

Selecting this option will cause a Phong tag to be generated. The Phong Angle can be adjusted using the setting of the same name below.

选择这个选项将生成一个 Phong 标记。可以使用下面的同名设置来调整风角。

Vertices

顶点

An OBJ file’s Vertex Normals information will be imported into Cinema 4D using a Vertex Normals tag. If Vertex Normals information is present, regular Phong shading via a Phong tag will be used.

一个 OBJ 文件的顶点法线信息将被导入到C4D 使用顶点法线标签。如果顶点法线信息是存在的,通过 Phong 标签定期 Phong 阴影将被使用。

Phong Angle[-∞..+∞]

Phong Angle [-∞ . . + ∞]

If Normals is set to Phong tag, the Phong tags that are created can be smoothed using this setting.

如果将法线设置为 Phong 标签,则可以使用此设置来平滑创建的 Phong 标签。

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。