9.5.2

Table Of Contents
1186 APPENDIX
APPENDIX 1187
The object hierarchy is copied 1:1, referenced objects are duplicated in
CINEMA 4D.
The following material channels are imported: environment light, specular
color, specular settings (which are recalculated), transparency, luminance, color
texture, specular texture, transparency texture, environment texture, relief
(bump) texture, luminance texture.
UV mapping is copied.
Animation.
Position, scaling, rotation and light sequences are adjusted to suit
CINEMA 4D.
Textures can be renamed automatically on loading.
So-called target objects loaded from 3DS (from cameras and light sources)
become axes (null objects) and are given the extension ‘t, which is added to
their object name.
3DS les are binary les and are not recognized by their extensions but by
their identier.
3D Studio Export
Regrettably, 3D Studio can cope only with lenames consisting of eight
characters plus a three-letter extension. Therefore texture lenames will be
truncated to conform with this restriction.
3D Studio accepts only one UV coordinate per point. Therefore texture
mapping may appear different after exporting in this format.
All polygon objects, light sources and cameras are exported, NURBS objects
are transformed into polygon objects.
Material export: color, luminance, transparency, environment, specular,
specular color, relief (bump), all with any dened textures. The mean value of
the texture channel is exported with the shader.
QuickDraw3D Import
Light source and camera information cannot be read.
The following objects are ignored:
Torus, TriMesh (new with QD3D v1.5); NURBS can cause problems in certain
cases.
References (both internal and external) are not read.