9.5.2

Table Of Contents
106 CHAPTER 3
CONFIGURATION 107
Director Camera
Director does not support multiple cameras. Only one camera is available, named ‘defaultView’. If
there is no camera in your CINEMA 4D scene named defaultView, a camera is exported automatically
that shows the current view.
Camera Animation
To export a camera animation for playback in Director, in CINEMA 4D change the camera’s name to
‘defaultView. Since camera objects cannot have animation tracks in Shockwave, the export lter
automatically adds a dummy mesh and makes the camera a child of the dummy mesh if necessary.
Shockwave Player
You can export any number of bones. However, only the nine most inuential bones will be used per
point. The reference position of the bones will determine which bones have the most inuence.
A maximum of eight lights can be used for the current view. Additional lights will be ignored.
Known issues and other limitations
Spotlights malfunction under Mac OS X 10.2 with the OpenGL renderer.
According to Macromedia, specularity requires a special OpenGL extension;
however, Macromedia is unaware of any OpenGL driver for PC or Mac that
works with Shockwave’s specularity.
Textures in the specular channel are incorrectly displayed under Mac OS X.
Specular highlights are overexposed with the Direct X5 renderer. If available,
use Direct X7 instead.
Alpha channels are restricted to one texture unit only.
Transparency textures and transparency colors are not supported by
Shockwave. The export lter’s transparency emulation only takes into account
the grayscale values of transparency textures and transparency colors.
To display transparency textures and alpha textures correctly in Shockwave
Director, use Lingo to change the render format from the standard setting of
#rgba5551 (1-bit alpha channel) to #rgba8888.
While CINEMA 4D uses the specularity texture to weight the color and shape
of highlights, in Shockwave the texture denes the color, shape and position of
highlights. In general, avoid exporting specularity textures and instead use the
highlights generated by the graphics hardware. As a rule, Shockwave specularity
doesn’t work when the OpenGL renderer is enabled.