Like, should I leave triangles in, or get rid of them before exporting my FBX? I’m not animating yet but I would also like to know about ‘baking’ before exporting because I want to start boning my character very soon. For now I’m more interested in exporting fairly simple models because I’m having problems even with some simple shapes, like I open the FBX in Unity and the materials don’t transfer over even though it’s only a basic red color, plus the phong looks like it’s been screwed over like 270 degrees.
I’m pretty sure this question has been asked many times but I just wanted a clear explanation from somebody patient because I still don’t understand =\
It really doesn’t matter what version of c4d you use; the fbx exporter for c4d has NEVER worked perfectly. Even in R12, you can’t export character animation properly due to a a deliberate function inside the exporter that reduces your keyframes upon export. This breaks whatever placeholder keyframes you had in order to make the animation start with the character in a certain position. Not to mention it also screws up keyframe threshold (and makes the animation in unity seem slippery), and some joints twitch due to a bug.
Apart from that though, the fbx exporter, for me at least, works well enough.