.
Simply
extract Zip-file in your Cinema4D/Plugin-directory.
Restart Cinema4D. Now there should be a new menu entry
„Plug-Ins->Blitz3D->Export B3D-File". Use this command to export
your object / scene as B3D-file.
To use this plug-in, you need at least Cinema4D Release 6.
To export a
C4D-scene as Blitzbasic B3D-file, simply choose the
menu command „Plug-Ins->Blitz3D->Export B3D-File".
The
following window shows up:
There is a
bunch of options:
a. |
Set
„animation level“. Using „root node“ saves animation
data direct at the root node of your
model. To activate animation in Blitz3D just use „Animate“
on your loaded file. |
b. |
Choose
animation data to write. Rotation data will be written always, position data
by default yes, scale data by default not. |
c. |
Write
animation keys automatically. If this option is deactivated, only this
animation keys get saved, which are explicit set in C4D. Interpolation for
smooth movement and repeated sequences will be ignored. Use „simple“ to automatically set additional keys. Interpolation and
repeated sequences will be considered this way. The
option „full“ works much like „simple“, but expressions will be calculated
too. Use this option to export XPresso-animations . |
d. |
Sets the
minimum interval for automatically created keys. This plug-in optimizes the
key structure by itself, so unnecessary keys will be deleted anyway.
Therefore this option could be set to „1“ in most
cases. |
e. |
If this option
isn’t activated, only polygon objects will be exported with mesh structure.
Any other object gets saved as pivot. Use the command “make editable” to
convert. If you
use this option, C4D tries to convert all objects automatically. This is
mainly for testing purposes, because UV-coordinates could be a bit messy at
the moment. |
f. |
Use this
option to disconnect all polygons automatically. This is useful to avoid
texture mapping problems, when there is more than one UV per vertex. |
g. |
Using
texture mix mode „normal“ disables shading in Blitz3D, the object glows like EntityFX Full-Bright is set. |
h. |
Replace
texture suffix. Useful for PNG-textures, because Cinema4D doesn’t use this
format. |
While
exporting, a detailed protocol will be dumped to the Console window of Cinema4D(Use <shift>+F10 or Window menu to show
Console). On one hand you will find here information like textures, materials
and objects, on the other hand warnings and error messages will be dumped here
too.
At the moment there are following messages possible:
E: No
parent mesh for bone! |
There was
a bone object without any related polygon object found. Check the object
hierarchy and if all objects are made editable. |
W:Parent mesh isn't in null position. It might be
shown corrupt or displaced. |
A bone animated mesh should not be
moved, scaled or rotated. It should be set to the null position(world
axis). |
W:There aren't any vertices affected by bone(No
valid restriction found). |
There
wasn’t any valid restriction tag found for this bone, so this one takes no
effect. |
W:Multiple UV for at least one vertex. Texture mapping
might not be correct. |
Cinema4D saves
UV-coordinates per polygon, Blitz3D per vertex. So in C4D there are different coordinates per
vertex possible, but only one of those gets exported to Blitz3D. This results
in wrong texture mapping. Use export
option “Disconnect polygons” to avoid this problem. |
W:UVW-tag not found. No texture mapping for this one. |
There
wasn’t any UVW-Tag found for this object. Therefore no texture mapping is
possible. Use the
menu command “Texture->Generate UVW Coordinates” in the Object Browser to
create such a tag. |
W:
Texture projection isn't set to UVW. Texture mapping might not be correct. |
At least
one of the texture tags of this object doesn’t use UVW mapping but the
plug-in always exports texture coordinates using UVW tags. Therefore the
texture might be shown different in Blitz3D. |
W: Too
many textures for brush. Writing 8 texture layers. |
Blitz3D
supports up to 8 texture layers. If there are more layers set to one surface,
the surplus texture layers are ignored. |
W:Object not recognized. Exporting as pivot. |
This
object isn’t a Null-, Polygon- or Bone Object. It will be exported as pivot. |
|
|
Luminance |
EntityFX |
Transparency |
EntityBlend |
Alpha |
LoadTexture-Flag |
Name of Vertex Map |
Description |
RED |
Red component of vertex color(default by material color)
|
GREEN |
Green component of vertex color(default by material color) |
BLUE |
Blue component of vertex color(default by material color) |
BRIGHTNESS |
Brightness value for vertex(default 100%) |
ALPHA |
Alpha value for vertex(default
100% = fully opaque) |
Additionally
to the export plug-in itself, there are following useful “Helpers”:
H_Disconnect All Polygons |
Use this plug-in
to set each polygon of all selected objects at its own vertices. Useful to
avoid texture mapping issues. |
H_Invert
Vertex Map |
Use this
plug-in to invert a vertex map. The option „Skip zero-weights“ prevents vertices
with value “0” to be set to “100”. |
H_Reverse
All Normals |
Use this
plug-in to invert all normal vectors of the selected and all sub
objects(useful for Zygote models). |
-Weight
maps and animations with disabled export option
“Autokeyframing” aren’t supported in Cinema4D
Release 10 right now, because it’s not supported in COFFEE yet.
Version 1.1
First international release
Version 1.3
!Option „Enable shading for texture mix mode 'normal'” works now correctly.
!New dialog design for better fitting of different font types.
!Every bone gets at least one key now, because it contains the actual position
!Helper plug-in “H_Disconnect_All_Polygons” doesn’t
mess up vertex maps and point selections anymore.
+Support for texture tags, which are applied to a polygon selection. In this
case, affected polygons are exported as separate surface.
+New material concept, which allows up to 8 texture layers.
+New export option “Disconnect polygons”
Version 1.4
!The assignment of texture tags to UVW-sets works now
similar to Cinema4D. What you see is what you get.
+Support for Vertex Alpha
& Vertex Color using Vertex Maps(see
2.7 for further details)
-Message “W:Blend/FX/Texture-Flag couldn’t be
evaluated” removed, because it is not possible to distinguish if an error
occurred or just a “0”-value was supplied.
kind regards
Robert Hierl
Homepage: www.mein-murks.de
Contact: rhierl@gmx.de
27.05.2007 ©Robert Hierl