Exporting AR & Game Ready Models Using glTF in Cinema 4D S22

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with cinema4d s22 and its new built-in gltf exporter it's gotten a lot easier to export your c40 files for use in game engines and AR applications like unity Adobe Aero or other proprietary AR apps there are some important things to consider when building models and animations for gltf export you have to be mindful of file size and geometry optimization of your model or your scene most gltf applications support up to 130,000 polygons now the more dense the mesh the bigger the file size and the slower your object will render an AR to optimize your models be sure to turn down your subdivision surface subdivisions and remove excess segments on primitives now that we talked about polygons count let's move on to materials most AR apps support physically based rendering materials or PBR materials and standard materials from cinema 4d these materials include the base color channel that you can set either the base color or base bitmap texture the other channel supported is cinema for DS reflectance channel including roughness now for some applications reflection and specular strength is only controlled by roughness so if you want subtle reflection crank up that roughness value as of right now multi-layer materials are not supported so that means you'll need to stick with a single reflectance layer if you're using normal Maps you just need to set them under the reflectance layer under bump strength and set the mode to custom normal map gltf also supports a mate occlusion emissive materials and alpha now under textures gltf format supports only image based textures and some apps recommend you have textures scaled down to 2k that means if you're using any shader based materials like noise tiles or anything else you must bake it into an image texture to work let's move on to animation position or translation scale and rotation are fully supported as are any animation based on joints and skin deformers that utilize weights now there's an important detail about using weights and joints weight influence is limited six joints per vertex if there's more than six joints influencing a single vertex animation will not export correctly so areas where there may be a lot of joints used to animate a character say its face or hands could cause issues next any pla based animation like fluid cloth or soft body dynamics are not supported if you have any mograph cloner or rigid body animation this all needs to be baked out to PS r keyframes the one trick to exporting point level animation is using pose morphs and morph targets that store points from pose morphs here I'm using a character that's animated just using joints and weights with p sr keyframes again remember to check your weight tags to ensure vertices aren't being influenced by more than six joints you can do this by double clicking a weight tag to bring up your weight tool and hover over each point to see the number of joint influences looks like the weights are all good and ready to go so we're ready to export to export go to file export gltf now let's go ahead and cover all of these settings this first setting is where you can choose which file format to use depending on which app you're importing into you may need to export either a GL TF or the binary version of gltf which is G lb Adobe Aero for example only supports the GLB format current frame exports the current frame or you can use the custom frame to choose a custom frame to export now let's go to animation PS our exports the translation or position scale and rotation tracts of objects now this next setting is important if you're using pose morphs in any way including the morph point level animation so be sure you have the correct setting chosen here skin is going to be important in our instance as all of our animations coming from the skin deformers and joint animation if we have this turned off we wouldn't have any movement on our character and then there's baked animations which bakes the scenes animation to the position scale and rotation tracks of the exported objects next let's check out materials textures allow to save the image textures used in your materials double-sided allows you to see the polygon faces of an object to be visible on both sides so if you see your object in an AR app look like you can see through part of it checking this on will solve that issue optional settings include cameras normals UVs which you can turn off if you're not using image textures and flip Z which converts the scene from a left-handed system to a right-handed system now as far as previewing your gltf files after you save out you can easily preview gltf files on the web using certain websites like sandbox Babylon J s com you can also create really cool AR experiences via mobile apps like Adobe Aero gltf also allows you to bring in your 3d scenes and animations into game engines like Unreal and unity needless to say gltf usage is only going to get more and more popular and with cinema 4d s22 gltf export is only clicks away thanks for watching you
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Channel: Cineversity
Views: 9,564
Rating: undefined out of 5
Keywords: 3d, 3d software, c4d, c4d tutorial, cinema 4d, cinema 4d tutorial, cinema4d, cineversity, maxon, tutorial, c4d motion graphics, cinema 4d motion graphics, mo graph, s22, subscription 22, new release, c4ds22, c4d s22, cinema4d s22, cinema 4d s22, AR, glTF
Id: F4ENlmauh-s
Channel Id: undefined
Length: 5min 43sec (343 seconds)
Published: Tue May 05 2020
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