VRML 2 Export
2 Export
常规
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。
格式
VRML is a text format. To facilitate manual editing of the file, this option carries out automatic formatting on the entire text file during export.
VRML 是一种文本格式。为了方便手动编辑文件,此选项在导出期间对整个文本文件进行自动格式化。
背面剔除
This option enables an attribute on all exported objects that switches off drawing of the non-visible sides of all objects in the web browser. This gives a much faster display.
此选项启用所有导出对象的属性,可以关闭 web 浏览器中所有对象的不可见部分的绘制。这使得显示速度更快。
保存动画
Enable this option to include animation information when you save scenes in the VRML 2 format.
当您以 VRML 2格式保存场景时,启用此选项以包含动画信息。
钥匙/秒[1. . 100]
This defines the frequency of the keys for animation export. VRML 2 supports linear interpolation only. You may need to increase the setting for greater accuracy.
这定义了动画导出的键的频率。2只支持线性插值。您可能需要增加设置,以提高准确性。
Values from 5 to 25 are common.
值从5到25是常见的。
纹理
This drop-down list specifies the action Cinema 4D takes when exporting textures.
这个下拉列表指定了 Cinema 4D 在导出纹理时的动作。
没有
None ignores the textures and saves only color information.
没有忽略纹理,只保存颜色信息。
参考
Referenced means objects are saved with the paths to the textures.
引用意味着对象与到纹理的路径一起保存。
附文件
With File saves all textures directly in the VRML file (called inline textures). Any UV coordinates are also saved.
随着文件保存所有的纹理直接在 VRML 文件(称为内嵌纹理)。任何紫外线坐标也保存。
最大尺寸[1. . 16000]
VRML 2 provides two options for making textures available to their objects.
VRML 2提供了两个选项来使纹理对象可用。
The first option is identical to the one used in Cinema 4D: a reference to the texture file is saved along with the VRML scene. If you want to go with this option, specify the value 0.
第一个选项与 Cinema 4D 中使用的选项相同: 纹理文件的引用与 VRML 场景一起保存。如果要使用此选项,请指定值0。
The second option integrates the graphics data directly into the VRML 2 file.
第二种选择是将图形数据直接集成到 VRML 2文件中。
Since the texture is written uncompressed, in text format, a texture of 1000x1000 pixels quickly reaches a file size of 4MB. To avoid such large files, specify a value larger than 0 to limit the size of textures. The materials are then scaled to that value (in pixels). The proportions remain intact. For example, if you have a texture of 800x600 pixels and set a maximum value of 100, the texture is proportionally scaled down to a size of 100x75 pixels before being saved.
由于纹理是以文本格式未经压缩编写的,所以1000x1000像素的纹理很快就会达到4 MB 的文件大小。为了避免这么大的文件,请指定一个大于0的值来限制纹理的大小。然后将材质按比例缩放到该值(以像素为单位)。比例保持不变。例如,如果你有一个800x600像素的纹理,并且设置最大值为100,那么在保存纹理之前会按比例缩小到100x75像素。