Description
GLTF is a file format for 3D scenes developped and published by the Khronos Group and described on their official site as such :
glTF™ is a royalty-free specification for the efficient transmission and loading of 3D scenes and models by engines and applications.
glTF minimizes the size of 3D assets, and the runtime processing needed to unpack and use them.
glTF defines an extensible, publishing format that streamlines authoring workflows and interactive services by enabling the interoperable use of 3D content across the industry.
Export from C4D
The following parameters have been tested under version 2024.3.1 of Maxon Cinema 4D.
Materials
If your texture contains alpha the texture should be set in the Color and Alpha channels of the material.
Currently using textures in the Luminance channel breaks alpha and should be avoided.
UV Mapping
Projection
should be set to UVW Mapping
The GLTF exporter ignores the Front / Back / Both option of the Side
property.
If your texture is meant to be mapped on both sides of the mesh, you can force it by enabling the Double Sided
option in the exporter settings.
Tiling
The Tile
property is also ignored in the GLTF export.
In Kinetic the wrap mode should be set on the corresponding material :
- To conserve tiling, the material’s
Wrap S
andWrap T
should be set to Repeat (Default option)
- To deactivate tiling, the material’s
Wrap S
andWrap T
should be set to Clamp to Edge
Animations
When using spline type key interpolations all keyframes must have the Automatic weighting
option enabled. This will constrain the keyframes on the time axis to have a length of 1/3 of the time to the next keyframe in both directions.
When a property (position, rotation, scale) is animated, all the X/Y/Z components must be keyframed together.
Takes
Takes are currently not supported by Cinema 4D’s GLTF exporter.
Only the animations in the Main Take will be exported in the final GLTF.
Morph Animations
Morph animations are currently not supported by Kinetic Designer.
Rotation Order
Rotation Order
must be set to HBP.
Exporter options
Take care that the following options are set when exporting :
Bake Animation
disabled (the export will resample all animations with additional keyframes)Flip Z
enabled
Regardless of your project scale, export your GLTF format with 1 unit for 1 meter.
Maxon’s GLTF Exporter Documentation
Kinetic guidelines
At the moment, keyframe interpolation using splines made of Bezier curves only works if the tangents are weighted to exactly 1/3 and 2/3 along the x axis between two keyframes.
Ressources
GLTF is meant to be lightweight and special care should be taken to keep polygon counts low and skeletons as simple as possible.
Here are some guidelines to keep polygon counts low in meshes.
This guide lists helpful tips when exporting to GLTF from Cinema4D
Windows 3D Viewer can be used to preview GLTF files.
Alternatively, the official Kronos GLTF Viewer can be used as a standalone viewer.
Babylon JS is another online viewer.
Need more help with this?
Don’t hesitate to contact us here.