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Direct 3D Export

直接3D 导出

General

常规

  • Typical extension *.x, ASCII Format, MESH and FRAME format. 典型的扩展 * . x,ASCII 格式,MESH 和 FRAME 格式
  • Zoom factor for entire scene, automatic indenting. 整个场景的缩放系数,自动缩进
  • Rename texture name to any extension. 将纹理名重命名为任何扩展名
  • Texture information (UV coordinates and texture names) 纹理信息(UV 坐标和纹理名称)
  • Texture channels: Color, Luminance, Specular, Reflectance, Specular Color, Transparency, environment. 纹理通道: 颜色,亮度,高光,反射,高光颜色,透明度,环境
Tip: 提示:
For all scenes to display properly with a Direct3D Viewer it is necessary for all textures to have an edge length of a power of 2 (i.e. 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024,…). 要使用 Direct3D 查看器正确显示所有场景,所有纹理的边缘长度必须为2的幂(即2,4,8,16,32,64,128,256,512,1024,...)

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

  • Import 进口 the numerical value saved in the file is converted to the current Cinema 4D unit. Example: if an X value of 保存在文件中的数值被转换为当前的 Cinema 4D 单元。示例: 如果 x 值为1 is saved in the file and you define 保存在文件中,然后定义Feet, the X value will be converted to 30.48 cm in Cinema 4D (if centimeters are defined by default in Cinema 4D). 在 Cinema 4D 中,x 值将转换为30.48厘米(如果在 Cinema 4D 中默认定义厘米)
  • Export 出口 numerical values are saved in the file. Example: an X value is set to 数值保存在文件中。例如: x 值设置为100 cm 100厘米 in Cinema 4D. If you define 在C4D。如果你定义Feet for export, the exported file will save a numerical value of 3.281 (1 meter = 3.281 feet). 对于导出,导出的文件将保存一个数值为3.281(1米 = 3.281英尺)

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。

Format

格式

Direct3D is a text format. To facilitate manual editing of the file, this option formats the whole file automatically. This increases the file size.

Direct3D 是一种文本格式。为了方便手动编辑文件,此选项自动格式化整个文件。这增加了文件大小。

Save Templates

保存模板

When enabled, the template header is written to the file.

启用时,模板头被写入文件。

Export Textures

导出纹理

When enabled, all texture information is saved for all objects. This includes creating UV coordinates for each object.

当启用时,所有对象的纹理信息将被保存。这包括为每个对象创建 UV 坐标。

Adapt Textures
Suffix

改编文本/后缀

DirectX uses mainly the PPM (portable pixel map) graphics format, but also BMP (Windows bitmap). Cinema 4D does not recognize the former, which means that textures need to be converted. This can easily be done using most image editors. But what about adapting the names?

DirectX 主要使用 PPM (便携式像素图)图形格式,但也使用 BMP (Windows 位图)。C4D不能识别前者,这意味着纹理需要转换。这可以很容易地使用大多数图像编辑器。但是如何改变名字呢?

If you enable this option, all texture filename extensions of scene materials are automatically changed when they are exported (so that image.jpg becomes image.ppm). This has the benefit that you don’t have to check if renaming is required for each material and attribute.

如果启用此选项,场景材质的所有纹理文件扩展名在导出时都会自动更改(所以 image.jpg 会变成 image.ppm)。这样做的好处是,您不必检查每个材质和属性是否需要重命名。

Tip: 提示:
Only the name is changed. You still need to convert the image. 只有名称被更改。您仍然需要转换图像

DirectX can only process graphics measuring 2n pixels (textures need to be 2x2, 4x4, 8x8, 16x16, 32x32, 64x64,128x128, 256x256 and so on).

DirectX 只能处理2n 像素的图形(纹理需要是2x2、4x4、8x8、16x16、32x32、64x64、128 x128、256x256等等)。

Save Normals

保存法线

If this option is enabled, normal vectors are created for all surfaces. If not, the calculation of the normals is left to Direct3D.

如果启用此选项,则为所有曲面创建法向量。如果没有,法线的计算将留给 Direct3D。

Generate Mesh

生成网格

Direct3D works with two types of models: Frame and Mesh.

Direct3D 工程与两种类型的模型: 框架和网格。

Frames, as with Cinema 4D, consist of objects arranged in a hierarchical structure. Objects remain encapsulated. In a Mesh, on the other hand, all objects are on the same level. The hierarchy disappears.

和Cinema 4D 一样,画面由层次结构中的物体组成。对象保持封装状态。另一方面,在网格中,所有对象都在同一级别上。等级制度消失了。

Adapt Textures
Suffix

改编文本/后缀

DirectX uses mainly the PPM (portable pixel map) graphics format, but also BMP (Windows bitmap). Cinema 4D does not recognize the former, which means that textures need to be converted. This can easily be done using most image editors. But what about adapting the names?

DirectX 主要使用 PPM (便携式像素图)图形格式,但也使用 BMP (Windows 位图)。C4D不能识别前者,这意味着纹理需要转换。这可以很容易地使用大多数图像编辑器。但是如何改变名字呢?

If you enable this option, all texture filename extensions of scene materials are automatically changed when they are exported (so that image.jpg becomes image.ppm). This has the benefit that you don’t have to check if renaming is required for each material and attribute.

如果启用此选项,场景材质的所有纹理文件扩展名在导出时都会自动更改(所以 image.jpg 会变成 image.ppm)。这样做的好处是,您不必检查每个材质和属性是否需要重命名。

Tip: 提示:
Only the name is changed. You still need to convert the image. 只有名称被更改。您仍然需要转换图像

DirectX can only process graphics measuring 2n pixels (textures need to be 2x2, 4x4, 8x8, 16x16, 32x32, 64x64,128x128, 256x256 and so on).

DirectX 只能处理2n 像素的图形(纹理需要是2x2、4x4、8x8、16x16、32x32、64x64、128 x128、256x256等等)。