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can't import entities from cinema 4d! #169864
11/28/07 07:56
11/28/07 07:56
Joined: Nov 2007
Posts: 9
Germany
Dramex Offline OP
Newbie
Dramex  Offline OP
Newbie

Joined: Nov 2007
Posts: 9
Germany
hi guys,

well I have the following problem:

I made some entities how a model on my 3D-program:
Cinema 4d Release 6 CE

But how can I import this model into my WED? I don't have a option in cinema 4D where I can export this model for the game studio.

I am desperate because I know how to work with cinema 4D but don't with MED that means I must learn how to work with MED form the beginning.

__________________

MFG Dramex

Last edited by Dramex; 11/28/07 07:57.
Re: can't import entities from cinema 4d! [Re: Dramex] #169865
11/28/07 08:58
11/28/07 08:58
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
i have the same version. there are 3 ways of getting your models form c4d6ce to med. to make it work, the model must only have one texture per object, don't work with frozen selections and multiple materials per model.

1. unanimated models go with 3ds, obj or x. all of them come with c4d6ce.
2. 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.mdl
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.
3. animated moels via codegardener's *.x plugin: http://213.239.195.198/~philipp/index.php read the readme, it's pretty useless otherwise as the workflow is a bit complicated.

i recommend the 2nd way as it's the most secure and proven way, 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 provided in the 3rd way.

cheers
felix

btw, added that to wiki.


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