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3dworks

export geometry with cameras and lights, please provide a solution!

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I am currently struggeling when i try to export camera (and to a minor level light information) from my FZ scene via DAE or FBX to other programs like C4D or Lightwave. The exported FBX files have all cameras set at to position 0,0,0. Unfortunately, the DAE export module lost the ability to export cameras when FZ jumped from version 7 to 8.x... So one workaround is to save the scene in V7 format and then export from FZ V7 as DAE. But please could you reintroduce camera and light exports in DAE for V 8.x or - if you consider collada DAE as a dead end - at least fix FBX and make it a reliable exporter for geometry, hierarchies, textures, surface definitions, cameras and lights?

 

The interchange between 3d platforms nowadays is more vital than ever to keep FZ part of production pipelines. Removing features out of existing export modules is the wrong way to go. Keeping updated and bug fixed import and export modules is the best way to convince old and potentially new users to integrate FZ within their pipeline.

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Another workaround is to use VRML format.

 

thanks setz, but this will only work (VRML2  format only) with C4D but not with Lightwave, which does support this format only in modeler for exporting object data.

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interesting topic! i would like to confirm it is working with cinema 4d R20 and FZ 8.6.x

at export you need to set options as per screensot. import in c4d per standard settings and units set to meter (in my case). there is an issue with UV mapped textures, but i am using this only for cameras. for objects, the LWO format is reliable, but you will need to open in LW modeler and resave the file once before importing into cinema for not getting any issues.

Screen Shot 2019-08-09 at 15.31.42.png

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Posted (edited)

could not edit my previous post, but here it is: you still need to add 180 degrees to the camera's and lights "B" values manually in the coordinate manager, once the scene is imported into cinema. found no other way to fix this, but at least it will work consistently.

Edited by 3dworks

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