VRML 2 Import
常规
- ASCII-Format Ascii 格式
- All basic objects (cuboid, sphere, cone, cylinder). 所有基本物体(长方体、球体、圆锥体、圆柱体)
- Polygon objects of any size and number of vertices (n corners are triangulated). 任意大小和顶点数的多边形对象(n 个角是三角形)
- Perspective cameras, light sources (direct, point, spot). 透视相机,光源(直接,点,点)
- Material tags: 材质标签: ambient color, diffuse color, specular color, emissive color, shininess 环境色,漫反射色,高光色,发射色,亮度
- WWW Links are created as a Cinema 4D attribute (Comment tag). WWW 链接是作为C4D 属性创建的(评论标签)
- WWW Inline Nodes are not supported. 不支持 WWW 内联节点
Object names in VRML files must not contain any special characters (not even +, –, *, /). This may be the only reason that Cinema 4D is refusing to load a file! VRML 文件中的对象名不能包含任何特殊字符(甚至不能包含 + 、-、 * 和/)。这可能是 Cinema 4D 拒绝加载文件的唯一原因
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 脚, 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 脚 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。
优化层次结构
If Optimize Hierarchy is enabled, the hierarchy is optimized once the VRML 2 file has been loaded. Superfluous dummy objects are removed and the object hierarchy is optimized. This creates a clearer overview, helping you to work more quickly.
如果启用了“优化层次结构” ,则在加载 VRML 2文件后优化层次结构。删除多余的虚拟对象,优化对象层次结构。这样可以创建一个更清晰的概述,帮助你更快地工作。

优化结构
This command will delete double points, i.e., points that lie on top of another point.
此命令将删除两个点,即位于另一个点之上的点。
导入法线
Several NURBS modelers export meshes in relatively poor quality, which is most noticeable in the faulty shading. VRML1, VRML2 and Wavefront formats can embed Vertex Normals (these are Normals that are present for each vertex; this can be multiple Normals per vertex, depending on the number of surfaces) into the file, if the corresponding option is enabled.
一些 NURBS 建模器导出的网格质量相对较差,这在错误的阴影处最为明显。如果启用相应的选项,VRML1、 VRML2和 wavront 格式可以将顶点法线嵌入到文件中(这些法线存在于每个顶点; 这可以是每个顶点多个法线,取决于表面的数量)。
These Vertex Normals can help create good shading results with in Cinema 4D (Import Normals must be enabled on import) despite poor mesh quality.
这些顶点法线可以帮助创建良好的阴影结果与C4D (导入法线必须启用导入) ,尽管网格质量差。
The Normal tags can be found in the Object Manager:
普通标签可以在对象管理器中找到:

These only serve to display and render the imported objects correctly. As soon as such objects are edited in Point mode, the Normal tag will no longer match the object and will produce faulty shading. However, the object can be moved, scaled or rotated as a whole.
这些只用于正确显示和渲染导入的对象。一旦这些对象在点模式下被编辑,Normal 标签将不再匹配对象,并将产生错误的阴影。然而,对象可以作为一个整体进行移动、缩放或旋转。
As soon as the Normal tag is deleted, normal shading will automatically be applied.
一旦普通标签被删除,普通阴影将自动应用。