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CINEMA-4D to Universal Scene Description
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How to convert CINEMA-4D (.c4d) to Universal Scene Description (.usd,.usda, .usdc.usdz)?PolyTrans|CAD+DCC performs mathematically precise CAD, DCC/Animation, GIS and BIM 3D file conversions into all key downstream 3D packages and file formats. Okino software is used and trusted throughout the world by many tens of thousands of 3D professionals in mission & production critical environments, backed by respectable personal support directly from our core development team. |
CINEMA-4D CINEMA 4D (C4D) is a well known and respected 3D DCC/Animation software program by MAXON Computer of Germany. C4D came to take on a much larger market share in the 2010's decade (and beyond) once other animation packages waned or went out of business. Okino has been MAXON's primary 3D conversion partner since 1998 and hence has very strong support for importing, exporting and converting C4D files without the need to have a local copy of C4D installed. It should be noted that no software program can read or write 3ds Max (.max) or Maya (.ma) files, just as was the case with CINEMA 4D prior to release v12. Hence, as is little understood, the proper way to convert C4D files to/from 3ds Max is via the Okino PolyTrans-for-3dsMax system and to/from Maya via the Okino PolyTrans-for-3dsMaya system. However, Okino's primary focus is to provide the main industry standard CAD file conversion support to C4D users. |
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Universal Scene Description The USD format (“Universal Scene Description”) is an open 3D model and scene format designed for efficient storage and streaming of 3D asset data. It is a high-performance extensible framework and ecosystem for describing, composing, simulating, and collaboratively navigating and constructing 3D scenes. An extensive overview of USD is provided in the Okino USD documentation. Pixar Animation Studios originally created the USD platform (as its fourth generation variation after its Marionette & Preso systems) to improve studio-wide collaborative workflows. USD provides a concept of "scene composition", building a unified scene from potentially thousands of loosely-coupled source assets. For example, the mesh, rigging, materials, and animation for a single model might all come from different "layers" (files), each created and maintained by a different artist or department. Layers can store multiple "variants" of any given data, helping to solve problems of versioning/approval. The coupling between layers is very dynamic and loose, allowing for greater flexibility during the production process. The entire USD system is designed to facilitate a large studio making feature films, with all of the scale that that implies. USD should be considered more of a code framework (“OpenUSD”) for use in group collaboration, to help with the aggregation of various 3D data sources into a unified scene through a process referred to as scene composition. A subset of that code framework provides for reading and writing USD disk-based files as well as rendering USD scenes (Hydra). The system is rather complex to implement (for software developers) and to use (from first principles) as a 3D graphics artist. The USD file format itself is not for faint of heart and is best read/written using the OpenUSD SDK + various programming APIs. More commonly used ASCII 3D file formats such as COLLADA, VRML2 and Wavefront OBJ are much easier to manipulate/understand/use on a human level basis. File extensions used by the standard include:
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