Cinema 4D
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map export
- For map format you need gmax (http://www.turbosquid.com/gmax)and Game Level Builder, create your level in cinema 4D then export to 3ds , import to gmax and export your level via Game Level Builder : http://www.maple3d.com/MainFrameScriptsPage.htm
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versions prior to Cinema 4d 9.6
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XPort plugin
- XPort is a Cinema 4D plugin, which exports your 3D Cinema models into DirectX x file format (then imported to MED) : http://213.239.195.198/~philipp/index.php , according to this tut http://www.coniserver.net/ubbthreads/showflat.php?Cat=0&Board=UBB3&Number=679425&Searchpage=1&Main=678880&Words=c4d+HeelX&topic=&Search=true#Post679425
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c4d r6 ce example
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unanimated models
unanimated models go with 3ds, obj or x. all of them come with c4d6ce.
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animated models by hand
- a. create your model, animate it to match cinema's timeline (a good value for a walkcycle is 30, my experience, so a walk would be a bit mor than a second)
- b. move the timeline slider to 0. export the model as *.3ds and name it model_base.3ds.
- c. exporting eg a walkcycle: if your walkcycle ranges from 0 to 30, do the following: move the timeline slider to 0. export the model as *.3ds and name it model_walk_00.3ds. move the timeline slider to 3. export the model as *.3ds and name it model_walk_01.3ds. move the timeline slider to 6. export the model as *.3ds and name it model_walk_02.3ds. continue this way including frame 27, but not 30. you will have 10 what i call "morph target 3ds files" exported.
- d. open MED. file>import>from 3ds import your model_base.3ds
- e. file>import>append frames from 3ds and select all your model_walk_00.3ds to model_walk_10.3ds (select the first, hold "shift" key and select the last, the click "open". there you go.
advantage: 3ds export "bakes" all states and deformations to the mesh, so you can even export wind modifier animations etc that is impossible with the x export.
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c4d versions 9.6 and up
- for A7 ,just export from C4D to .FBX and import in wed
