Cinema 4d

Hello everyone, i have cinema 4d and have been messing around with it and the smd exporter, but i have some questions, 1. what command or tool do i use to give it a physbox? (I think it should be the same of similar to most other programs)
2. what do i do once i have the .smd?

P.S could you maybe post some tutorials on how to export ect ect

regards
TGiFallen

or maybe tell me a better modelling program?

First of all, which smd exporter are you using?

There are two exporters ATM, the first one is free but only able to export reference models and collision meshes, no animations, no rigged models, not even a model with more then one skin.

The other one is called I/Ogre and is a commercial plugin.
It can be used as a 30 days trial by simply entering DEMO instead of a registration code.
Allthough there have been a few problems with exporting running on a 32bit system and C4D R11, it’s the best possibility to export your models straight from C4D.

I recomend this plugin for everything more complex then a simple prop with a single skin.

In case you’re using I/Ogre:
import a decompiled .smd model and take a look at the setup.
It’s vital to use the same hierarchy for your own model and also apply layers (colors on the tags and objects) to everything so the exporter will not crash.

If you use the free .smd plugin:
there are a few things which can be done to do more complex models with it too.

**Exporting Reference model: **

  1. Use a connect object with the mesh as a child object of it.
  2. apply the texture and phong tag to the connect object, the UVW tag remains on the mesh
  3. Disable weld and uncheck texture in the connect object options, set the phong mode to **manual[/bI] so the objects phong tag is used.
    Pro-Tip: set the phong to 180° and use edge selections to break the phong shading wherever you need a hard edge, so you’ll have much more control over the appeareance of the prop.
  4. export the model to something loike modelname_ref.smd

Exporting collision mesh (CM):
This is quiet different from the reference model.
More complex CM’s are made of several convex pieces, as soon as there’s a single concave shape, it’ll produce errors while compiling and turn the CM into a single convex hull.
So build your CM out of simple convex shapes.

  1. create a connect object and throw in all the CM parts
  2. apply a texture and phong tag to the connect object, delete all tags except of the UVW tag on the CM parts
  3. disable weld and texture, set the phong mode to average
  4. make sure you ain’t got any phong edge breaks or polygon holes in your CM parts
  5. Export the model to the same name like above, but add _phys instead of _ref to it.

Several textures on the same model:
Now it becomes tricky.
If you wanna use several textures on the same model (not multiple skins), you’ll have to break the model into several parts according to the texture usage.
So if you’re doing a car with window, wheel and body texture as seperate textures, you’ll have to split the model into these parts and export them on their own using the reference model exporting method above.

Next you’ll have to open up the .smd files with a text editor (i recomend PSPad) and take a look at it’s structure.

You’ll see something like this:



version 1
nodes
0 "car_body" -1
end
skeleton
time 0
0	0.000000 0.000000 0.000000	1.570796 -0.000000 0.000000
end
triangles
car_body.tga
0 -0.005519 5.000000 -5.000000 1.000000 0.000000 0.000000 1.000000 1.000000	1 0 1.000000
0 -0.005519 5.000000 5.000000 1.000000 0.000000 0.000000 0.000000 1.000000	1 0 1.000000
0 -0.005519 -5.000000 5.000000 1.000000 0.000000 0.000000 0.000000 0.000000	1 0 1.000000
car_body.tga
0 9.994481 1.000000 -1.000000 1.000000 0.000000 0.000000 1.000000 1.000000	1 0 1.000000
0 9.994481 1.000000 1.000000 1.000000 0.000000 0.000000 0.000000 1.000000	1 0 1.000000
0 9.994481 -1.000000 1.000000 1.000000 0.000000 0.000000 0.000000 0.000000	1 0 1.000000
end


This is the actual model data.

It’s introduced by the word triangles and closed by the word end.
All you have to do is to copy the text between triangles and end from one file and insert it right before the word end of the other file.
I recomend you to copy the small files (less vertics) into the bigger files (more vertics and ofc. more lines of text).
Now save the big file and use it as your reference model to compile the prop.