cancel
Showing results for 
Search instead for 
Did you mean: 
EN
cancel
Showing results for 
Search instead for 
Did you mean: 
Anonymous
Not applicable

exporting to c4d

I think that I've tried just about all the various options and so far find the OBJ format to work the best. However, when I export by materials, which makes sense, ALL the AC geometry of that material comes in as ONE single polygon object in C4D. This is a major, major pain as there is no easy way to split all the polygons like the explode command in autocad...you have to do it polygon by polygon. What I would really like to see in the file transfer is all the polys of one material to come in under a single null object in C4D so that each part is easily accessed amd edited in C4D and yet comes in already "sorted" by material under the null object. This would save a lot of time. By the way, that is the way FormZ objects come in, except I used to do it by layers, but same concept.

Have I missed an option here somewhere that might work better? I did try the AC to C4D exchange plugin...and offhand can not remember the results as far as how the geometry came in.
151 Replies 151
owen
Newcomer
b_lutz wrote:
Thank you for all of your input.
I am a bit bussy at the moment. That is the reason why I don't answer directly to your posts. But I collect all of your input, it wont get lost.

Chao
Bernd
Thats OK Bernd .. we would much rather you working on the plugin fix than talking about it too

(sorry smart-arse Aussie humor)

Do keep us up to date with any developments when you can
cheers,

Owen Sharp

Design Technology Manager
fjmt | francis-jones morehen thorp

iMac 27" i7 2.93Ghz | 32GB RAM | OS 10.10 | Since AC5
Anonymous
Not applicable
owen wrote:
b_lutz wrote:
Thank you for all of your input.
I am a bit bussy at the moment. That is the reason why I don't answer directly to your posts. But I collect all of your input, it wont get lost.

Chao
Bernd
Thats OK Bernd .. we would much rather you working on the plugin fix than talking about it too
Talking and reading about the needs of our customers is exactly my part of the work. If you prefer that I code and our developers talk, then this is OK for me, but not sure if you would be happy with my code.

Chao
Bernd
owen
Newcomer
hehe .. pointy German humor beats slack Aussie humor again. You would think i would have learned by now
cheers,

Owen Sharp

Design Technology Manager
fjmt | francis-jones morehen thorp

iMac 27" i7 2.93Ghz | 32GB RAM | OS 10.10 | Since AC5
Anonymous
Not applicable
Firstly thank you to the Graphisoft and Maxon people who have spoken up in this thread. It is indeed good to know that you are prepared to take on board the views of those who use your products.

I hope this post isn't too long - there is a bit to say you see.

I mainly do Architectural stills for residential projects (some commercial). I find that the ArchiCAD model will typically change 5-6 times in a project. I do renderings for almost every job as the easy updating ability of the ArchiCAD exchange add-on makes it extremely quick to do, so very little time is taken up by rendering. Because I use a template (described below) I can justify doing renderings for even the simplest alteration. I don’t do many animations and any I do are camera animation only.

I always export the .ac4d file from ArchiCAD11 using the “by material” option because this creates 1 polygon for each material (unlike the new exporter for ArchiCAD12).

For rendering I gave up on AR2 and used Final Render for some time. Since C4D11 came out I have been using AR3 which is infinitely better than AR2 and more stable (and other things) than FR.

Others have talked here about what they would like to see in a new, improved C4d exporter from ArchiCAD. For me the main thing is ensuring that the really useful features of the current (ArchiCAD 11) version are not lost.

C4D Template

I use a C4D template which contains a dummy building with correctly mapped cinema materials applied, lights, cameras, render settings, layers etc all set up the way I like it. I simply save the .ac4d file from ArchiCAD and merge it into the template, choosing to replace the dummy building. Cameras and lights are then just moved into position. It can take a bit of time to set up a template but once it’s done – it’s done for good (although it might need the odd tweak now and then).

Test Rendering

I might spend some time isolating elements 1 or 2 at a time doing test renders and checking the mapping etc. When there is only 1 poly per material and the object manager hierarchy being relatively simple it is quick and easy to turn on the visibility of one element only (concrete elements for eg). This could be done using layers with the new exporter but it would take much longer to set up.

Mapping materials

I generally only need to re-map once – at the first ac4d import into cinema. Using the texture axis mode I might increase the mapping size or alter rotation (this can’t be done using by scaling the texture tag). Note that using the texture axis mode you can work on only 1 tag at a time – hopeless when there are hundreds of polys with that texture applied.

Updating the model

The model needs to be updatable (as everyone else has said). Currently it takes about 6 clicks (not counting finding the file). That’s all. You might need to reverse some normals but everything will be as before (including the material mapping) except the model geometry has been updated. In fact the longest part of the process is probably in finding the file.

Baking for animation etc

I have recently looked into baking a bit more seriously than before. Baking GI and lighting onto poly’s takes time initially but saves time later in rendering animations (no lights or GI to calculate, no GI flicker either). With the ac4d approach (ArchiCAD11) it is easy because you are baking maybe a dozen or so objects. With the new exporter there are hundreds/thousands of objects. The only way to do it, I think, would be to select the materials you want to bake, choose “select texture tags/objects” then bake those objects. The problem is that in the hierarchy produced by the new exporter there are nulls with materials applied containing more nulls containing multiple poly’s with multiple textures applied so you end up baking things twice or more – not really workable.

I’m actually more interested in baking objects/materials for export to other applications such as a game engine (which is probably a long long way off) or to 3D pdf (which I haven’t quite mastered yet). The easy bakability is a feature I really want to keep.

Bodypaint

Similarly it is easiest to paint textures onto geometry when there is one material applied to one poly. Trying to UV map 1 material onto 85 poly’s sounds like a nightmare. I don’t bodypaint very much to be honest because it’s seldom needed but I will often look for an opportunity to use it on arch models (because it’s satisfying to do) and would hate to be prevented from doing that by the structure of the new exporters model hierarchy.

Projection man (C4D11 only)

Never tried it but someone might do one day. Like bodypaint I imagine it would be quite tricky projecting onto multiple poly’s

Archicad lights, camera, materials

I can’t imagine a scenario where I would want to use the ArchiCAD sun, camera or textures. Given that I use a Cinema template already containing those elements – the first thing I’d do is delete the ArchiCAD ones (waste of time).

Editing poly’s

Sometimes I will further edit the model geometry in cinema after the export – say to chamfer the edges of paving so it looks less CG-like. When the model needs updating I can make a copy of that paving and locate it outside of the @OS:Windows hierarchy (the name given to the null containing the ArchiCAD stuff) to save me having to do it again (unless the paving is itself changed meaning the edges will have to be re-done). Needless to say this is quickest when there is only one poly to deal with.

Poly normals

One problem with the ac4d file is that it creates geometry with normals reversed (as described in other posts). This isn’t always a problem but can be with glass (as others have said) and when editing the poly’s (say chamfering corners). The new exporter does create geometry with correct normals.

Object buffer

I will sometimes use object buffers (in multipass rendering) to create a mask for, lets say, the window joinery or anything else I might want to change the colour of in photoshop later for example. It goes without saying that I want to be dealing with a single object (poly) only.

Multiple AC4D imports – Xref’s (C4D11 only)

My C4D scenes will often contain several ac4d imports. At its simplest I might export the house structure separate to the furniture. This just makes it easier to handle within cinema.

If there are several buildings in the scene they will come from separate ArchiCAD files so separate imports are inevitable.

I have been using Xrefs in cinema11 which are great (sorry folks if you are on 10.5 or earlier). Having 1 master cinema scene with a separate file for each building model makes dealing with materials especially so much easier. For one thing I can have 5 buildings in a scene, each one has materials with exactly the same names (the ArchiCAD names) but because they are xrefs and not actually in the main scene file those materials can in fact be different. Try importing 5 ArchiCAD buildings with the same mat names into 1 file in cinema 10 – you’ll have 5 bldgs with the same materials.

I mention this because there has been some talk about bidirectional hotlinking. If this was to be made workable I personally would not want it to be at the expense of losing the ability to do the above things.

Maybe If each separate ArchiCAD import within the Cinema file was referenced to a viewset within the ArchiCAD file it might work but – Gee that sounds tricky. And how would xrefs affect it?

Summary

In summary my preference is for the functionality of the old ArchiCAD11 ac4d exporter to be present in the ArchiCAD12 exporter. I am all for further developing the connection between ArchiCAD and Cinema4D but it needs to be done in a managed way so that old, good functionality is not lost and new functionality is actually useful.

There were only a few small things wrong with the old version, I can’t understand why someone thought it was a good idea to discontinue it while the new one was being made.

Cheers

Steve
owen
Newcomer
boacon wrote:
Archicad lights, camera, materials

I can’t imagine a scenario where I would want to use the ArchiCAD sun, camera or textures. Given that I use a Cinema template already containing those elements – the first thing I’d do is delete the ArchiCAD ones (waste of time).
Yes .. because at the moment they lose nearly all their useful data. But most people set these up in AC the way they like, and have their project set to a real world coordinates (the sun in AC seems much more accurate in my experience) so what I am suggesting is to fix the exchange of these so you are NOT wasting time by re-doing what has already be done in ArchiCAD. And if you do change the AC imports, then this data gets fed back into the ArchiCAD file and they are updated there. Plenty of people do composite images using output from both AC + C4D and this would really make this process so much easier.
boacon wrote:
Poly normals
..
The new exporter does create geometry with correct normals.
That is interesting .. i had never got that far using the new exporter as it was quickly apparent it was just too much work with all the new objects. It is promising for the update though - shows this issue is already fixed.
boacon wrote:
Multiple AC4D imports – Xref’s (C4D11 only)
..
I have been using Xrefs in cinema11 which are great (sorry folks if you are on 10.5 or earlier). Having 1 master cinema scene with a separate file for each building model makes dealing with materials especially so much easier. For one thing I can have 5 buildings in a scene, each one has materials with exactly the same names (the ArchiCAD names) but because they are xrefs and not actually in the main scene file those materials can in fact be different.
C4D10.5 users are not missing out on Xrefs (introduced in 10.5). Although they are very handy we have run into memory problems on large projects using Xrefs at render time - it is not solely due to Xrefs (textures, HDRI's, polygons etc all count) but breaking them does help. This is all sorted in C4DR11 though (being 64bit it does not have the 4GB RAM limit we have in 10.5).
boacon wrote:
I mention this because there has been some talk about bidirectional hotlinking. If this was to be made workable I personally would not want it to be at the expense of losing the ability to do the above things.

Maybe If each separate ArchiCAD import within the Cinema file was referenced to a viewset within the ArchiCAD file it might work but – Gee that sounds tricky. And how would xrefs affect it?
I imagine the Hotlinking would handle element visibility in a similar way to how Xrefs are handled - defaulting to element visibility settings in the linked file, but which can be overridden if required in the host file. To do this in ArchiCAD would probably require linking to a Layer Combination or Viewset. The more i think about it though the more unlikely a direct bi-directional link between AC+C4D seems ... it would be a massive undertaking i am sure.
cheers,

Owen Sharp

Design Technology Manager
fjmt | francis-jones morehen thorp

iMac 27" i7 2.93Ghz | 32GB RAM | OS 10.10 | Since AC5
Anonymous
Not applicable
owen wrote:
(the sun in AC seems much more accurate in my experience)
I've found that the sun in cinema's sky object is wrong, same for the Final Render sun. However an infinite light with a sun expression tag does seem to match ArchiCAD's exactly (as far as my tests have gone). The good thing is that any light can be used as a sun within the sky object so you can replace the bad sun with a good one.
I'm not sure how much of the above applies to versions earlier than 11.

The cinema 11 sky object btw is much better than in earlier versions although the clouds are still only average.
owen wrote:
Plenty of people do composite images using output from both AC + C4D and this would really make this process so much easier.
That's interesting Owen, I hadn't thought of that.... What sorts of things do you or others do? Do you do a 3ds export from ArchiCAD and use the camera's and suns from that?
owen wrote:
C4D10.5 users are not missing out on Xrefs (introduced in 10.5).
Ah! ... good point, I should have checked first
owen wrote:
This is all sorted in C4DR11 though (being 64bit it does not have the 4GB RAM limit we have in 10.5).
Not sure if I understand you correctly Owen. C4D has been 64 bit since at least version 9.6. Most of my work only involves a small number of buildings so I can get away with 32 bit OK. For me the real killers are plants (and grass - for those arty closeups when a displaced bitmap just won't do) and I have had to go to 64 bit on a few occasions then. I did a 9 building render (with xref's) quite recently and needed 64 bit then too.

cheers

Steve
Anonymous
Not applicable
boacon wrote:
owen wrote:
(the sun in AC seems much more accurate in my experience)
I've found that the sun in cinema's sky object is wrong, same for the Final Render sun. However an infinite light with a sun expression tag does seem to match ArchiCAD's exactly (as far as my tests have gone). The good thing is that any light can be used as a sun within the sky object so you can replace the bad sun with a good one.
I'm not sure how much of the above applies to versions earlier than 11.
I can't confirm that. I did create a Sky-Object and a light source with a sun tag in CINEMA 4D R11. As long as both (sky and sun tag) are set to the same location, date and time, both suns match. There should be no difference between the physical sky and a light source with sun tag, only the physical sky looking better.

Chao
Bernd
owen
Newcomer
I take back most of what i said about the C4D Sun Tag accuracy .. I have had another look at things and it seems to be better than i thought - it is still not 100% the same (a few degrees off sometimes) but close enough. Probably had problems in the past and did not realized it had been fixed (if in fact there was anything actually wrong and not just user error!)

As for the composite images .. nothing too fancy, just generating line drawings in AC rather than Sketch & Toon .. S&T can have some great effects but it takes waaaay too long most of the time even for simple line drawings. AC gives you a vector file which can be very handy - downside is generating animations using both. It could be done but getting paths, timing etc to match would be a pain in the arse

As for the 64bit issue .. yes C4D R9 was 64bit but for Windows 64 bit edition only ... OS X 10.5 is the first proper (almost?) 64bit OS on the Mac. C4D was not coded to take full advantage of this until R11, so prior to this the RAM limit for C4D on OS X was 3GB - now it is so high it does not matter. This really counts for Vray which is fast but can use a lot of RAM (it was not a problem I encountered in C4D prior to using VrayforC4D)
cheers,

Owen Sharp

Design Technology Manager
fjmt | francis-jones morehen thorp

iMac 27" i7 2.93Ghz | 32GB RAM | OS 10.10 | Since AC5
owen
Newcomer
well after earlier posting that there was not much chatter on their forums it seems Vectorworks users were also having the same problem.

Fixed now..

Exchange Plug-in Updated for Vectorworks 2009 and CINEMA 4D R11
cheers,

Owen Sharp

Design Technology Manager
fjmt | francis-jones morehen thorp

iMac 27" i7 2.93Ghz | 32GB RAM | OS 10.10 | Since AC5
Andy Thomson
Mentor
As this thread appears to be unresolved, is the preferred method 3DS export? We are exporting to a marketing/visuals company, and they have asked for C4D format - what should I give them? Is the 'resurrected maxonform' export useless - or is it just bidirectional workflow is impossible with this export plugin?
Andy Thomson, M.Arch, OAA, MRAIC
Director
Thomson Architecture, Inc.
Instructor/Lecturer, Toronto Metropolitan University Faculty of Engineering & Architectural Science
AC26/iMacPro/MPB Silicon M2Pro

Still looking?

Browse more topics

Back to forum

See latest solutions

Accepted solutions

Start a new discussion!