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IMPORT C4D FILES INTO 3DS MAX FOR MAC

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IMPORT C4D FILES INTO 3DS MAX FOR MAC

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Import C4d Files Into 3ds Max For Mac Average ratng: 3,7/5 5328reviews

Cinema 4D and then import the.c4d file into After. 3ds Max After Effects.
Nonetheless, the files it. Mac OSX and Windows versions of. Can anyone out there
help me out I have a.max file I need converted into anything I can open in
Cinema 4d. I'm on a mac and seems there are no tools for this? The Autodesk FBX
converter can open 3ds files and export as FBX but I'm pretty sure the only
thing that can read Max files is Max.

PolyTrans-for-Cinema-4D is an entirely new generation of Okino software which
allows for native conversion of 3D data to/from the native Cinema 4D.c4d file
format (R12 and newer) without any reliance on the Cinema 4D program itself or
on the built-in converters which come bundled with MAXON's Cinema 4D software.
This is the first time when an independent program can read and write the native
Cinema 4D file format, between all major MCAD, DCC, VR/AR and VisSim file
formats & programs. While there are many uses and applications of
PolyTrans-for-Cinema-4D, the primary and core daily usage of this software would
be for the. • Conversion from all major MCAD programs into highly optimized.c4d
data files for immediate 'load and render' into Cinema 4D with no tweaking or
data fix-up required, as exemplified by our customer image gallery, and.

Commonly used solutions include, (ASM, PRT),, (for the technically best AutoCAD
(DXF, DWG), Navisworks (NWC, NWD), Revit (RVT) and Inventor (IPT, IAM)
conversions) and basically all other. These are with the optional CAD/Pack,
Granite/Pack, JT and CATIA modules. See on this page for the 'Best Practices' to
source your data from each of these primary MCAD programs. • Loading or saving
of entire Cinema 4D scenes within other popular 3D programs that could not
otherwise handle native.c4d files in the past. • Conversion of data made by
Cinema 4D into all other major 3D DCC/Animation programs and file formats,
including animation data, mesh skinning, child/parent hierarchy, geometry,
materials, texture maps, meta data, lights, cameras and so forth. However, to
set the correct perception, most customer usage patterns have the data flow from
other 3D programs into Cinema 4D via Okino software. Cinema 4D conversions
to/from 3ds Max occur via our system and to/from Maya using our system.

• And a lot more uses & features as. First and foremost please do not continue
to use the 3ds, VRML2, LightWave, etc. File formats to convert data into and out
of Cinema 4D, and especially not for CAD data files. We have found over the
decades that many Cinema 4D users do not understand the differences and
limitations + bottlenecks of each of these very old file formats. The
technically proper and ideal way to perform conversions into and out of Cinema
4D is via this native.c4d conversion system. Hence, there is no longer any need
to use the free, built-in converters which come bundled with each copy of Cinema
4D just as 3ds Max and Maya users have not needed to use their own free,
built-in converters since the late 90's once PolyTrans-for-3dsMax and
PolyTrans-for-Maya came to market.

Scroll down this WEB page for more information and explanations. CP3 Scooter
Concept Image. To Cinema 4D via Okino's PolyTrans CAD System. Artist: Christoph
Bodensieck, © & Switch Mobility.

Click on image to read a description of this project. Download Kamen Rider Kiva
Driver Apk. Pipe Tensioner by SAS Gouda. CAD Assembly to Cinema 4D via Okino's
PolyTrans CAD System. © SAS Gouda (Netherlands) and Ludwig Desmet,.

Click on image to read a description of this project. Technical illustration of
a solar powered vehicle. To Cinema 4D via Okino's PolyTrans CAD System. © and
Ludwig Desmet,.

Click on image to read a description of this project. Introduction For over 20
years Okino has been the primary provider of professional 3D conversion
solutions to MAXON Computer's popular animation program (a short historical
overview of Cinema 4D can be found online ). We understand the conversion
requirements of Cinema 4D customers very well and have amassed a large mutual
user base of Cinema 4D customers. Many Cinema 4D users would know our software
by the name of the 'Engineering Bundle' provided by MAXON, which is equivalent
to the PolyTrans + Dual-CAD-Granite/Pack module. Click for larger image. Note:
some conversion paths shown in this image are uni-directional only.

The various components of PolyTrans-for-Cinema-4D are accessible via these
primary hyperlinks: • Conversion of data into Cinema 4D and.c4d files (via the
Okino software's ) • Conversion of scene data from Cinema 4D and.c4d files into
all major downstream file formats (via the Okino software's ). • of the Okino
-->MAXON conversion pipeline (for converting data into the Cinema 4D program)
How it Works The process of importing or exporting the Cinema 4D.c4d files
occurs entirely inside of Okino software and not within Cinema 4D itself, which
is exemplified in the following diagram: For example, if you were to convert a
CAD file to Cinema 4D then you would perform these operations: • Start one of
Okino's software products, such as the stand-alone PolyTrans, stand-alone
NuGraf, PolyTrans-for-Maya or PolyTrans-for-3dsMax. • Import the top-level
SolidWorks.sldasm assembly file into Okino software, perform any required
optimizations and then optionally add some lights/cameras/materials. • Invoke
the within Okino software to create the.c4d file.

• Start up MAXON Cinema 4D and load in the.c4d file. Or, for example, if you
were to convert a Cinema 4D.c4d file to OpenFlight format then you would perform
these operations: • Start one of Okino's software products, such as the
stand-alone PolyTrans, stand-alone NuGraf, PolyTrans-for-Maya or
PolyTrans-for-3dsMax. • Import the Cinema 4D.c4d file into the Okino software
using the.

• Invoke the OpenFlight exporter within Okino software to create the.flt file.
The single ' will allow you to import and export.c4d files within the
stand-alone Okino software or within other supported programs such as 3ds Max
and Maya.

Best Practices for Sourcing & Converting Your MCAD Data From our experience very
few of our new users are aware of the proper techniques to source their MCAD
data and import it properly into their destination program. There is absolutely
nothing more important to a proper CAD conversion other than to source the CAD
data in a proper and exacting manner. The following bullet points cover 99% of
the common usage scenarios of all Okino software users: • First, import the CAD
file directly into the stand-alone PolyTrans or NuGraf program (including Cinema
4D users).

If you are using 3ds Max or Maya then import the CAD data directly using our or
software. Do not use any of the free import converters which come with Cinema 4D
itself nor the Okino 'Engineering Bundle' plug-in which has shipped with Cinema
4D since 2004 as that is now obsolete. • The following explains the best
possible methods to source your MCAD data: • For, import the top-level.asm
assembly file only (whose name you would always ask of your vendor who is
supplying the data); do not import every single.asm and.prt file which is
provided with that collection of files (as some people wrongly do).
Alternatively you can import from a top-level Neutral.neu.asm assembly file, or
a file. Please do not accept or import old 1995-era IGES 'Surfaced NURBS' files
which are exported by ProE/Creo by its default IGES exporter (if you must get an
IGES file, always ensure that it was exported as a 'BREP Manifold Solids'
formatted file -- this is crtitically important!!).

• For, import either the native SolidWorks top-level.sldasm file or
alternatively a ' file which has been exported from SolidWorks. You do not need
to have a local copy of SolidWorks installed on your computer. For the latter,
ask your SolidWorks data vendor to edit their SolidWorks IGES export settings as
follows (1) press the 'Reset' button, (2) change the top combo box to 'Manifold
Solid (type 186)' and (3) disable the 'Flatten assembly hierarchy' checkbox. Do
not use a STEP AP214 file from SolidWorks as we've seen cases where STEP files
create missing parts whereas IGES BREP Solids files do not. • For, our personal
preference (which is the most 'mentally soothing' and fires the fewest brain
neurons) is to have your vendor export out a file from Inventor. Alternatively,
if you have Autodesk Inventor or installed on your computer, import the native
top-level.iam assembly file (whose name you would always ask of your vendor who
is supplying the data).

• For, import the top-level.asm assembly file or a file. You do not need to have
a local copy of Solid Edge installed on your computer. If using STEP, the
'AP214' option must be chosen on the Solid Edge STEP exporter options panel. •
For UG NX, conversions, they are always best done with a file or alternatively a
file. The STEP file will give you complete control over the tessellation quality
on the Okino side of the conversion pipeline whereas the tessellation quality
will be set on the UG NX side for JT files. • For, you can best use a ' file
without having to use our native CATIA v5 importer.

Refer to the notes below about asking for a 'BREP Manifold Solids' file. • For,
Revit and Navisworks, always import from a file (you will want to center the
scene at the origin and pre-scale the scene so that it is no larger than 10k
units in width, prior to exporting the DWF-3D file from these Autodesk
programs). You do not want to accept a DWG file, as everyone would naturally
use. DWG is the second worst file format after STL whereas DWF-3D is one of the
very best file formats for data translation. Install Ilbc Codec Asterisk
Revealer. • For, import from a native.dgn file.

Refer to the Okino DGN importer's for a good discussion about how to best deal
with the complexities of the DGN file format. • For, import from a native.3dm
file. • For lesser used MCAD programs, please refer to the Okino page.

• Second, take a look at the imported model's extents. After import you can move
the cursor around the 4 view windows in Okino software to get a sense of the
size of the model (by watching the XYZ value change on the status bar), or by
using the 'Measure Distance' toolbar button to measure the width of the model.
If the model is too small then re-import it with a larger scaling factor on the
last panel of an Okino CAD importer (such as 10, 100 or 1000). If the model is
too large then re-import it with a smaller scaling factor on the last panel of
an Okino CAD importer (such as 0.1 or 0.01).

Continue this process until you can have the model imported at a sane 'size'.
This will give you ideal z-depth buffering in your desired destination program.
• Third, re-export to whatever file format is appropriate for your destination
program (such as.c4d for Cinema 4D). • Fourth, load the final file into your
desired destination program to start immediate rendering & animation. Important
mini-tutorial about sourcing your files from IGES file format: the #1 epidemic
of a problem in the conversion world today is the usage of the IGES file format
by people who wrongly source their files without knowing what they are doing. We
explain this in every pre-sales email we've written for most of the last 25
years which relate to IGES file usage.

It is important to understand how to ask for the proper version of IGES. As some
background, there are 3 completely different versions of IGES: the obsolete
1980's 'Bounded Surfaces', the obsolete 1990's 'Surfaced NURBS' and the
post-2000's 'BREP Manifold Solids'. The IGES file format is excellent in itself
but the correct version must be used (also, IGES files are limited to 2GB or
smaller). The problem is, all top-6 MCAD programs output the obsolete 1995-era
version by default. This is what leads to all the perceptual problems one would
often see on forums where people end up with imported geometry that has randomly
oriented faces, flipped normals, shading anomalies and parts which are exploded
into thousands of individual pieces -- this is all due to using the obsolete
1995-era 'Surfaced NURBS' variation of IGES. Hence, you MUST NOT blindly accept
whatever data is sent to you, as that just doesn't make any technical sense.

The solution is rather simple and straightforward: when IGES files are to be
used, ask your vendor to choose the export option for ' BREP Manifold Solids',
or use a STEP AP214 file. If you are not aware of whether your IGES file is of
the old or new variation, there is a simple way to check: open the IGES file
with a text editor and look at the 3 digit number at the start of every second
directory line - if the numbers are 141, 142, 143 or 144 then you have been sent
the 1995-era version of IGES, whereas if the numbers are 150-based or 180-based
then you have the new-style and proper, modern 'BREP Manifold Solids' variation
of IGES. If you are not sure from which MCAD program your IGES, STEP or
Parasolid file came from, examine the first 20 lines of the file by typing it
out or examining it with any text editor. In 90% of the cases the name of the
MCAD program will be listed in the header.

Statistically, it will most likely be one of 'SOLIDWORKS', 'Pro/Engineer' or
'UNIGRAPHICS NX', while to a lesser degree 'Solid Edge', 'Autodesk Inventor' or
'CATIA'. System Requirements PolyTrans-for-Cinema-4D runs on a Windows platform
due to its pure reliance on many dozens of SDKs and Toolkits which are not
available on the Linux operating system. Nonetheless, the files it creates are
platform independent and hence can be handled on both Mac OSX and Windows
versions of Cinema 4D. Our typical Cinema 4D customer statistically owns which
allows them to run PolyTrans on the Mac OSX desktop in 'Coherence Mode'. Works
equally well but it is not as popular as Parallels in our experience with MAXON
customers. A 64-bit version of Windows and 8GB (or more) memory would be the
preferred platform. Availability of PolyTrans-for-Cinema-4D The
PolyTrans-for-Cinema-4D conversion system is provided as part of the PolyTrans
and NuGraf programs and most often configured with the Dual-CAD-Granite/Pack
modules.

As explained in detail on, each sale is tailored for the specific usage pattern
of each of our customers with one or more CAD or DCC modules. Most Cinema 4D
users have purchased the Dual-CAD-Granite/Pack since the early 2000's, as has
also been redistributed by MAXON as the 'Engineering Bundle' configuration.
Prior to a new sale Okino will always try to exchange 1 to 3 emails with our new
or existing users to query the MCAD file format(s) from which their datasets
will be originating from. Older Okino customers can contact us to upgrade or
update their software to include this newer PolyTrans-for-Cinema-4D conversion
software. Cinema 4D is a registered trademark of MAXON Computer Inc. This
import/export conversion system has been developed independently by Okino
Computer Graphics.

Circular puzzle diagram, registered trademark owners: 'DSS' & 'SolidWorks' of
Dassault Systemes, 'AutoCAD' and 'Autodesk Inventor' of Autodesk, and ProE &
Creo of PTC. .

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 • All nodes with
position, rotation and scale. Pivot points and Names are also imported. • Meshes
with vertex colors, normals and one or two UV sets (see below). • Materials with
diffuse texture and color. Multiple materials per mesh.

• Animations. • Bone based animations (see below). To manually export to FBX
from 3DS Max • Download the latest fbx exporter from and install it. • Export
your scene or selected objects ( File->Export or File->Export Selected) in.fbx
format. Using default export options should be okay. • Copy the exported fbx
file into your Unity project folder. • When you switch back into Unity, the.fbx
file is imported automatically.

• Drag the file from the Project View into the Scene View. Exporter options
Using default FBX exporter options (that basically export everything) you can
choose: Embed textures - this stores the image maps in the file, good for
portability, not so good for file size Default FBX exporter options (for fbx
plugin version 2013.3) Exporting Bone-based Animations There is a procedure you
should follow when you want to export bone-based animations: • Set up the bone
structure as you please.

• Create the animations you want, using FK and/or IK • Select all bones and/or
IK solvers • Go to Motion->Trajectories and press Collapse. Unity makes a key
filter, so the amount of keys you export is irrelevant • “Export” or “Export
selected” as newest FBX format • Drop the FBX file into Assets as usual • In
Unity you must reassign the Texture to the Material in the root bone When
exporting a bone hierarchy with mesh and animations from 3ds Max to Unity, the
GameObject hierarchy produced will correspond to the hierarchy you can see in
“Schematic view” in 3ds Max. One difference is Unity will place a GameObject as
the new root, containing the animations, and will place the mesh and material
information in the root bone. If you prefer to have animation and mesh
information in the same Unity GameObject, go to the Hierarchy view in 3ds Max,
and parent the mesh node to a bone in the bone hierarchy. Exporting morph
targets (blend shapes) from Max • Ensure you have the Morpher Modifier applied
to the export mesh with appropriate morph targets set up in the Channel List •
Animate keyframes on the Export mesh/modifier only if you require animation •
Check animation >Deformations, Skins if required and then Morphs in the FBX
export dialogue Exporting Two UV Sets for Lightmapping 3ds Max’ Render To
Texture and automatic unwrapping functionality can be used to create lightmaps.
Note that Unity has built-in, but you might prefer using 3dsmax if that fits
your workflow better.

Usually one UV set is used for main texture and/or normal maps, and another UV
set is used for the lightmap texture. For both UV sets to come through properly,
the material in 3ds Max has to be Standard and both Diffuse (for main texture)
and Self-Illumination (for lightmap) map slots have to be set up: Material setup
for Lightmapping in 3ds Max, using self-illumination map Note that if object
uses a Shell material type, then current Autodesk’s FBX exporter will not export
UVs correctly. Alternatively, you can use Multi/Sub Object material type and
setup two sub-materials, using the main texture and the lightmap in their
diffuse map slots, like shown below.

However, if faces in your model use different sub-material IDs, this will result
in multiple materials being imported, which is not optimal for performance.
Alternate Material setup for Lightmapping in 3ds Max, using multi/sub object
material Troubleshooting If you have any issues with importing some models:
ensure that you have the latest FBX plugin installed from or revert to FBX 2012.


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