This section describes which Okino scene graph entities are exported to the CINEMA-4D file.
All main Okino 3D primitives will be converted and output as CINEMA-4D polygonal meshes with optional vertex normals, multiple sets of vertex (u,v) texture coordinates and optional vertex bone deformation skinning weights.
CINEMA-4D does not support vertex colors nor does it support 3D point cloud data.
If an Okino object definition is instanced multiple times (which is common from CAD files, such as IGES), then multiple geometry instances will be output to the CINEMA-4D file. Any two instances of the same base geometry object, which reference different materials, will require that the base geometry object be duplicated.
Mesh skinning is the deformation of
a single skin mesh by a deformer. Full skinning support is provided during CINEMA-4D export.
Okino is particularly proud of its skinning conversion pipeline, based on the Okino 'Artic' toolkit
that allows us to guarantee numerically accurate skinning conversions between all of the major animation systems and file formats.
The CINEMA-4D exporter allows Okino's 2D and 3D cubic spline curves, NURBS curves and spline
shapes to be converted into closed cubic curves, polylines or closed polygon meshes. How
these are output to CINEMA-4D is controlled via the various drop-down combo boxes on
the 'Curves Option Panel'.
Okino pioneered the concept of animation cross conversion between all major high-end animation
programs and file formats, and hence has a very complex & refined "conversion engine". This
'Arctic' conversion engine allows any form of source animation data to be exported cleanly
and properly to CINEMA-4D.
Exported Object Animation Channels
Scale as explicit X,Y, Z animation channels
Euler rotations as explicit H,P,B (heading, pitch, bank) animation channels with
a fixed ZYX Euler rotation order - "R12" animation compatibility mode.
Or, Euler rotations as explicit X,Y, Z animation channels with
arbitrary Euler rotation order ("R13" or newer animation compatibility mode)
Translation as explicit X,Y, Z animation channels
Object pivot points, either embedded in the mesh data or added as
new 'anti-pivot' dummy transform nodes.
Exported Camera Animation Channels
'Targeted' cameras as explicit XYZ translation animation channels for the 'Look-from' and 'Look-at' locations
'Free' camera as XYZ Euler rotation animation channels with a 'target distance' animation channel and XYZ 'look-from' translation animation channels
Exported Light Animation Channels
Shine-from location as explicit X,Y, Z translation animation channels
Orientation as explicit X,Y, Z Euler rotation animation channels (for directional lights), or explicit X, Y, Z shine-at translation for spot lights.
1) CINEMA-4D does not use the more modern 'quaternion' rotation interpolation method and hence is instead
limited to Euler-based rotation channels.
2) Rotations will be output as either HPB (heading, pitch, bank in ZXY Euler order) or as various
Euler-ordered XYZ modes - the latter is preferred for CINEMA-4D R13 or newer. The choice can be made
via the "(Animation) Compatibility Mode" combo box. Please refer to that section for a
good overview of the difference between these two animation rotation output modes.
3) Constant, Linear and Bezier keyframe interpolation methods are supported in exporting to CINEMA-4D animation curves.