Import C4d Files Into 3ds Max Softwarevinorenew
This page describes how Datasmith imports scenes from Autodesk 3ds Max into Unreal Editor. It follows the basic process outlined in the Datasmith Overview and About the Datasmith Import Process , but adds some special translation behavior that is specific to 3ds Max. If you're planning to use Datasmith to import scenes from 3ds Max into Unreal Editor, reading this page can help you understand how your scene is translated, and how you can work with the results in Unreal Editor.
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Hi, Do you know a good way to convert 3ds files to C4D files? The goal would be to have no conflict of lighting, textures, cameras etc as there can be passing through fbx or obj formats.
Images courtesy of Litrix.
If you make your 3D objects in 3dsMax, you can save your.max files directly into your Project or export them into Unity using the Autodesk.FBX or other generic formats. Unity imports meshes from 3ds Max. Saving a Max file or exporting a generic 3D file type each has advantages and disadvantages see class-Mesh. All nodes with position, rotation and scale. Hi all, i have received a c4d file and i have imported it into max. If i look at the objects in 'user' view (3d ortho) then the model is perfect. When i switch to any perspective view, the whole thing seems corrupt. In this view, even if i create a new object (e.g. Cube) it also looks corrupt.
3ds Max Workflow
- Hi all, i have received a c4d file and i have imported it into max. If i look at the objects in 'user' view (3d ortho) then the model is perfect. When i switch to any perspective view, the whole thing seems corrupt. In this view, even if i create a new object (e.g. Cube) it also looks corrupt.
- Convert CINEMA 4D file format to 3ds Max (3D Studio MAX) scene. We have found 3 software records in our database eligible for.c4d to.max file format conversion. Your best shot for conversion of CINEMA 4D graphics (. C4d) to 3ds Max formats (. Max.3ds) would be to use some 3rd party conversion programs with support for c4d to max conversion.
Datasmith uses an Export Plugin workflow for 3ds Max. This means that to get your 3ds Max content into Unreal using Datasmith, you need to:
Install a plugin for 3ds Max. See Installing the Datasmith Exporter Plugin for 3ds Max .
Epic releases a new version of the Unreal Datasmith Exporter plugin for 3ds Max with every new release of Unreal Engine. If you switch to a different version of Unreal Engine, make sure you download and install the matching version of the plugin.
Export your 3ds Max content to a .udatasmith file. See Exporting Datasmith Content from 3ds Max .
Enable the Importers > Datasmith Importer Plugin for your Project, if it's not already installed.
Use the Datasmith importer available in the Toolbar of the Unreal Editor to import your .udatasmith file. See Importing Datasmith Content into Unreal Engine 4 .
To read more about other types of Datasmith workflows, see Datasmith Supported Software and File Types .
Geometry
This section describes what's special about the way Datasmith converts geometric objects from your 3ds Max scene into Static Mesh Assets and Actors in your Unreal Engine Project.
Meshes and Tessellation
In most cases, Datasmith uses each 3ds Max object's render mesh to create the geometry for the corresponding Static Mesh Asset in Unreal. That means that your Assets in Unreal will typically have exactly the same triangles as you see in 3ds Max renderings.
The exception to this rule is 3ds Max Body Objects , where Datasmith bases the geometry of the Static Mesh Asset on the 3ds Max viewport mesh instead of the render mesh. For these kinds of objects, 3ds Max allows you to customize the granularity of the tessellation that it uses when rendering in a viewport in its Viewport Display Settings > Mesh Quality Presets setting: Coarse, Medium, or Fine:
Datasmith respects the level of tessellation you set here for each Body Object in the scene. For more information on this setting, see the 3ds Max Help .
Instances
When Datasmith detects multiple instances of the same master object in your 3ds Max scene, it only creates one Static Mesh Asset for that object. It then places multiple instances of that Static Mesh into the Level in Unreal. This is typically better for the runtime memory requirements and performance of your Project, and it helps you manage your content by keeping the number of Static Meshes down.
Wherever possible, we recommend taking advantage of this by using instances in 3ds Max for all repeating elements in your scene (such as windows, doors, or chairs).
Pivot Points
In 3ds Max, you can set a custom pivot point for each object in your scene, even when those objects are instances of the same master object. However, in Unreal Engine, all instances of the same geometry need to use the same pivot point. When Datasmith translates your objects to Unreal, it handles those pivot points as follows.
If all instances in 3ds Max have the same custom pivot point, Datasmith simply sets this as the pivot location for the Static Mesh Asset it creates. When you rotate any of the Static Mesh Actors that Datasmith creates for this object in the Unreal Engine Level, it will rotate around the location of that custom pivot as you expect.
If one or more instances use a different pivot location from the others, Datasmith sets the Static Mesh Asset it creates in Unreal to use the default pivot location of the 3ds Max object. Each time it needs to place this Asset into the Level, instead of creating a Static Mesh Actor, it creates a new, empty parent Actor at the location of the custom pivot for that instance. It then gives this parent Actor a Static Mesh Component that references the Static Mesh asset, and that has a translation offset from the parent Actor that places it where it needs to be in the 3D scene. Datasmith adds the suffix
_pivot
to that child Component's name.
For example, the teapot on the left has a custom pivot placed at the top of its lid:
When Datasmith brings the scene into Unreal, it creates a new Actor called Teapot002
, at the location of that pivot point in the 3D world. This Actor is given a Static Mesh Component named Teapot002_Pivot
, which refers to the Static Mesh asset for the teapot, and is offset from the parent Actor by exactly the right amount to make it appear at the right place relative to the other geometry in the scene:
You can move, rotate and scale the parent Actor in the Unreal Engine Level, and your model will behave as you expect. All you need to note is that in this case, your model is a Component of the parent Actor, rather than being a Static Mesh Actor itself. For example, in the case above, the teapot on the right is instanced in the Level as a Static Mesh Actor rather than an Actor with a Static Mesh Component.
Datasmith does not support importing instances that have both different pivot points and a non-uniform scale in 3ds Max. If you have instances like this, use the Reset XForm Utility on them before you export.
UV Channels
Datasmith always ensures that every Static Mesh it brings into Unreal has a set of UVs available for Lightmass to use when you build static lighting into lightmap textures. When you import the Datasmith file, the Unreal Engine creates that UV channel automatically, and sets each Static Mesh Asset to use that new channel for baking lightmaps.
However, in some cases you might want to create your own custom lightmap UVs by hand in 3ds Max. This gives you full artistic control over the placement of seams and the relative space assigned to the triangles in your geometry. If so, you need to know how your UVs are brought into Unreal from 3ds Max, and how you can override that behavior.
The Unreal Engine supports up to eight UV channels per Static Mesh. And, every time Datasmith imports a geometry object from 3ds Max into a Static Mesh Asset in the Unreal Engine, it uses two UV channels to generate the lightmap UVs for that Static Mesh. Therefore, Datasmith can preserve up to six pre-existing UV channels from each object that it imports into Unreal from 3ds Max.
However, 3ds Max can have up to 99 UV channels per object. So, Datasmith exports only the six channels with the lowest indices in 3ds Max.
For example, the 3ds Max object below has five UV channels in its modifier list. Each one of these channels has a number between 0 and 99 associated with it. Datasmith imports these five UV channels, resetting their numbers to begin at 0. This results in a set of UV channels numbered 0-4 in Unreal. Finally, the import process creates two additional UV channels, 5 and 6 in this case, for the auto-generated lightmaps.
This table breaks down the way the UV channel numbers are related between 3ds Max and Unreal: