Depending on how you set up Cinema 4D, you may not be used to taking the facing direction of your surfaces into account. However, Cinema 4D can render geometry with or without this backface culling. The Unreal Engine, like most real-time renderers, automatically culls triangles that face away from the camera in order to maximize performance. It then places multiple instances of this Static Mesh Asset into the Datasmith Scene. If you use instances, cloners, or arrays in your Cinema 4D scene to place copies of a single object at multiple different locations in your scene, Datasmith respects your intention by creating a single Static Mesh Asset in your Content Browser from that object's geometry. Datasmith imports each of these triangular meshes as a single Static Mesh Asset. Similarly, every deformer is baked to a single triangular mesh based on the final state of the deformer. When you save your Cinema 4D scene for Melange, every generator in your scene is baked down to a single triangular mesh that represents the total procedurally generated geometry of the object. Alternatively, you can put the objects you want to omit into their own layer, then use the Layers panel to hide all objects in that layer. You can use the Objects panel in Cinema 4D to hide the objects individually. The Datasmith importer does not import geometry of hidden objects into Static Mesh Assets, and does not include them in the Datasmith Scene hierarchy. If you have objects that you don't want to import into Unreal Engine at all, hide them in Cinema 4D before you save your. In this case, the Datasmith import will produce a single Static Mesh Asset for the combined mesh, but the connected pieces remain as separate objects in Cinema 4D. See the Cinema 4D documentation.įor more flexibility, you can use the Connect Object in Cinema 4D to combine objects that are closer than a given threshold value into a single mesh. You can use the Connect Objects command in Cinema 4D to merge two objects into a single object. Click for full image.īecause of this rule, you can influence the granularity of the Static Mesh Assets and Actors that Datasmith creates by merging objects in Cinema 4D before you export. Right: Imported Static Mesh Assets in Unreal Engine. This way we can simulate effects like buoyancy, bubbles going up in the water and so forth.Left: Original scene objects in Cinema 4D. If I turn around and face the sphere from the bottom up, and press Play, you will see that the sphere is falling upwards. Which is exactly the opposite of plus 1000. The other thing we can actually do is put a negative number here. So it's basically, it's accelerating by 25 centimeters by seconds squared. If I go to my Project Settings > Dynamics > General > Gravity, if I change this to 25 and press Play, you will see that the sphere accelerates, but a much slower rate. So, this is the current acceleration because of the global gravity force. So, let me get rid of the floor, so we can see that sphere falling for a bit more. The good thing is that we can change this. That is nothing more than rounding up of 981 centimeters by second squared which is the gravity acceleration of the earth at the equator. Currently, and by default, it's set to 1,000 centimeters. In the Project Settings, the Dynamics tab, General sub-tab, and down here you can see it says Gravity. In order to access this global gravity setting, we have to go to the Edit menu, and bring up the Project Settings. Change the display, just for clarity, and press Play. I will lift my sphere just above the horizon. I'll create a sphere, right click, go to the Simulation tags sub-menu and add a rigid body. Gravity always pulls the object towards the minus Y axis, downward, so to speak. There is one main force present by default in Cinema 4D's dynamic system, and that is global gravity.
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