import from CINEMA 4D (body Paint)

Hi. I know cinema 4D works with unity3D.
my question is:
I f I use Body Paint (C4D) then Unity3D will accept all the work in BodyPaint and import 100% on Unity3D ?

Textures , UV, etc, etc, etc ???

thanks a lot !

Bodypaint is part of C4D but treated as a module. You don’t export your models by using Bodypaint. You simply do uv work and painting and then use C4D (switch layouts) to export your work.

Thomas

I’m missing something. My textures don’t import at all from Cinema 4D 11.
FBX or native file. Animations work but no textures.

Are the textures black in Unity; are the shaders constructed but missing the textures…? Can you post the .c4d file (or PM it)?

I can’t post it, the forum attachment thing says it’s the wrong type of file.
I will try and PM it if I can.
Thanks!

thanks for help…

pjstemplates.com
843-376-4826
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OK. I hadn’t put the Tex file in the assets folder with the C4D file so that was dumb of me.

However now I have to figure how to make the textures in C4D so they come through correctly because I have two problems now.

1: my object which has two textures in C4D can only have one applied in Unity.

2: in Bodypaint I painted extra bits on the textures and this has been lost too.

If a UV map in C4D is the answer, how do I put the existing textures, plus Bodypaint detail, on it before opening in Unity so it works?

Thanks everyone.

That’s actually ypur answer already. Multiple UVs are not yet supported by Maxon’s fbx exporter. Bug them about it - I know I do. It’s about time they get their things right :wink:

Just in case - Polygon selections aren’t supported, either. Just one UV texture per model. for everything else you’ll have to thik of workarounds.

What do you mean by “lost, too” …?
Your pixelmap is independant of your UV map. If you update your UV map you’ll have to save your model - if you update your texturemap you’ll ave to save your imagefile. If you’re editing from within your Unity Prijectfolder both things should update automatically - otherwise import the new files by putting them in your corresponding directories.

Hope that helped.
Cheers

Hi Motionblur.

Thanks very much for taking the time to get back to me.

I really am new to C4D though and don’t really follow your explanation.

I just tried creating a UV map with the wizard and it’s really messed up the texture and painted bits horribly.

How do I get the existing pixelmap and textures into the UV map if I make one with the wizard so it will be alright when it gets to Unity? I thought I had saved the image file.

Thanks again.

That’s a kinda complex field. The UV the wizard creates isn’t suitable to be edited in Photoshop - for that purpose you should create one yourself, as needed when you’re more experienced later on.

  1. To create a UV Map by hand in C4D you need to set seams by selecting the edges which will be cut along. Then you switch to Bodypaint, go into UVPolygon mode and do a frontal projection - next you go to the UV relax options menu and select relax with “Cut along seams” activated.

For detailed instructions please refer to the manual or C4D communities like C4D Cafe. It’s a pretty complex task for a beginner.
Chech for “UV relaxing” and “seams”.

The important step for you:
2. You need to assign a material with a bitmap in either of the slots in C4D’s material editor(for unity preferrably the color slot). Assign that material to your object (drag&drop).
In the Bodypaint menu you can start editing that material on your model by clicking the red ‘X’ besides the material (it turns into a small pen tip).
You can then edit your texture by painting on the object. There’s a little more to it but that#S the basics.

  1. In Unity: You may have to reassign the colormap inside Unity. Please also refer to the material here:
    Unity - Manual: Materials
    Unity - Manual: Textures

It’s a very broad field I can’t answer in few lines. If you get stuck again, please try to get as far as possible and come back with specific questions. :slight_smile:

Motionblur,

Thanks very much for all that, that is brilliant.
I shall work through it.

Wadamw on another thread has solved my immediate problem, I foolishly hadn’t named my textures, they were all called Matt. Once I renamed them it all worked!