9.5.2

Table Of Contents
96 CHAPTER 3
CONFIGURATION 97
Coordinate system
CINEMA 4D uses the left-handed coordinate system. On export, the scene will be converted to the
right-handed coordinate system and the mesh will be adapted to take the differences between the
coordinate systems into account.
Parametric objects
Parametric objects will be exported as polygons.
Bones
Bones will be converted to skeleton nodes. If the bone at the end of a chain is longer than zero, two
nodes will be created and the last node will be assigned the extension ‘End.
In the case of a polygon that has no Claude Bonet data, the exporter will search for skeletons in the
hierarchy that inuence the polygon and will export the bones subject to Restriction tags and bone
range limits. If the vertex maps are not absolute, the data will be converted. For best results, use
‘Smart Bones’ with absolute weights.
Polygons
If the le will be imported into MOTIONBUILDER or Maya, enable the Save Normals option.
Lights
Omni, round spot and parallel are converted directly. Options such as falloff cannot be converted.
Other types of light are converted as follows:
CINEMA 4D light source FBX conversion
Spot (Square) Spot (Round)
Parallel Spot (Round) Spot (Round)
Parallel Spot (Square) Spot (Round)
Distant Directional
Tube, Area Omni