The c4d format



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/10/2004 at 20:15, xxxxxxxx wrote:

    Sorry for the non-response, but see that you are now seeking C4D R5. Also sorry if I sounded slightly condescending on the previous message (should have put a :) after that first sentence).

    I find it strange that they would recommend the SDK forum for a stand-alone, non-SDK application. The SDK is only capable of creating plugin libraries (DLLs under Windows, PFE under MacOS) specific to C4D.

    You'll notice that although the C4D community is growing and Maxon has decent support, there is little information (esp. in English) for many facets of the program and especially its file format and SDK.

    You may already have this links or this information, but I figured to provide you with something:

    cinema4d.pdf v4 file format

    You may also consider contacting Right Hemisphere to possibly get some recommendations, information, or anything that will allow you to understand the v5 c4d file format (it is an open format, so there should be no qualms).

    Good luck with this!

    Robert



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 08/10/2004 at 09:14, xxxxxxxx wrote:

    Hi,

    it's alright.

    Version 4 is too different from 5.

    I have figure out the nececessary parts of version 5 (polygon model + materials) by studying older c4d files.

    The only problem is that the textures don't display on the model. The material icon doesn't appear next to the objetc in the upper right pane of Cinema.
    Also, I don't know if it uploads the texture coordinates.
    I think there should be a icon for that too.

    It's kind of weird but it looks like Cinema wants UVW instead of UV.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 08/10/2004 at 09:57, xxxxxxxx wrote:

    Ah, I was hoping maybe it would fill in some information glossed over in the 5 pdf.

    Yes, Cinema uses UVW. If things haven't changed too much from 5 to 7, vectors (x,y,z) are used to store UVW coordinates despite the fact that z coordinate is not used in most situations (if any). Include and set all of the z coordinates to 0.0 for UVW in the file definitely.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 08/10/2004 at 13:36, xxxxxxxx wrote:

    Slight programming error on my part. Now the icon appears for the material but the object doesn't seem correctly textured.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 08/10/2004 at 15:19, xxxxxxxx wrote:

    Is the object getting a Texture tag which points to a Material?



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 14/10/2004 at 12:05, xxxxxxxx wrote:

    Hi, sorry for the delay.
    Yes, there is the "square with sphere" icon and the "checkerboarded surface" icon.
    I'm assuming the texcoordinates have an issue, cause the texture appears and I select "flat" texturing or sphere mapping, or cylindrical mapping.

    Also, I have to fix some things like the object in the OBJ file has many meshes, and in the C4D, they aer becoming separated.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 14/10/2004 at 12:06, xxxxxxxx wrote:

    Separate objects I mean.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 14/10/2004 at 13:20, xxxxxxxx wrote:

    Yes, C4D treats Wavefront OBJ groups (g [name]) as separate objects. If you want one mesh, you'll need to make a polygon selection tag for each object and put them together using Connect - in C4D that is. Don't know how you can translate this into the C4D file from a Wavefront OBJ.

    For my plugin, I load the OBJ file into a single PolygonObject, going through the file once to get vertex, texture vertex, and polygon counts. Then I construct a Polygon Selection Tag for each of the encountered OBJ groups by adding polygons (f) as they are encountered within the group.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 19/10/2004 at 18:42, xxxxxxxx wrote:

    In the C4D format (version 5)
    I create an OBJECT chunk.
    In this, I put a OBJECT_IDENT chunk, who's ID is
    PolygonObject

    Then I put a OBJECT_DATA chunk
    In this chunk, there is a 32 bit value that is dubbed "the hierarchy"

    The explanation in the PDF is
    "number identifying the hierarchy level"

    Lesson #1 in programming is to always comment your code.
    Lesson #2 in programming is your comment should not state the obvious. It should be informative.

    There is nothing about polygon selection in the PDF. Have you done anything about hierarchies?



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 01/11/2004 at 21:18, xxxxxxxx wrote:

    Hi,

    Just to say the hierarchy issue is solved.
    The only thing left is that the texture does not map correctly.

    I did a test with a single triangle. It's as if each vertex has the same texture coordinate.
    I'm using UV coordinates. If I put UVW, it says it can't load the file.

    Cinema uses normalized texture coordinates right? Like OpenGL and Direct3D?


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