Cinema 4D

Installation #

Preparation #

To be able to export to gLTF format, the exporter must first be downloaded and unpacked in the “plugins” folder: Download gLTF Exporter

Installation 1

To be able to export to gLTF format, the exporter must first be downloaded and unpacked in the “plugins” folder: Download gLTF Exporter

To find the plugins folder right click on the Cinema 4D icon and select “Open file path“.

Installation 1

If there is no plugins folder here, create a new folder “plugins” and copy the contents of the zip file into it.

Installation 2

Installation 3

If you now start Cinema 4D, you will find a new entry under File → Eport → GLTF.

Installation 4

Export options #

To export a scene in gLTF format click File → Export → GLTF. Now select the target directory and click on save. A new window will open with the following options :

Export 1

  • Export Normals: Deselect for Flat Shading.
  • Export UV Coordinates: Export UV information as well
  • Scale: Defines the scaling of the exported scene
  • Export Textures: If textures are to be included in export
  • Double Sided: Select to avoid back-face culling
  • Export TRS Animations: Export TRS animation tracks.
  • Export Morph Animations: Exports either Pose Morph or PLA animations.
  • Export Skin Animations: Exports TRS animations with joints.
  • Bake Animations: Baked every frame of animation
  • Substeps: Number of substeps used for sampling the individual frames.
  • Export Frame: Export the status of the document in the current frame or in another specified frame.
  • Export Frame Number: Export of a single frame
  • Export Cameras
  • Flip Z: Switch from left-handed to right-handed coordinate system.
  • Export as Binary(.glb): exports GLB (all files/textures are merged into one file)

Cameras #

GlTF 2.0 provides basic support for cameras with perspective and parallel projection (also known as orthographic). This can be changed in the camera settings.
Kameras 1

Materials #

Skalierung 2

(*) Supported fields are highlighted in blue

glTF uses the PBR approach to describe materials, which translates well to Cinema’s reflectivity channel. To achieve a similar looking result when exporting, we recommend working with a single reflection / specular layer in the Reflectivity channel.

PBR Metallic Roughness #

The information of the glTF-PBR material is coded into three main parameters:

  • Base color: Set by the layer color selection or by the color selection in the color channel.
  • Metallic value: Determined by the value of the reflectance of the main reflective layer.
  • Roughness value: Determined by the roughness value of the main reflective layer.

Texture mappings to the above parameters are also supported:

  • Base color texture: Set the bitmap texture in the layer color or color channel.
  • Metallic Texture: Set the grayscale bitmap texture under Reflection Strength.
  • Roughness texture: Set the grayscale bitmap texture under Roughness strength.

Normal Map #

Normals can also be set to Custom Normal Map and Bitmap in Custom Texture in the Reflection / Specular main layer under Bump Strength, Mode. Can also be set in the normal channel and in the shock channel.

Other maps #

Skalierung 3

(*) Supported fields are highlighted in blue

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