1. All mirrored symbols not export as separate symbols. Currently, if I have a chair and instances of that chair, and the same chair instances mirrored (as is often the case in say...a ballroom), the import into C4d will have two identically named groups inside the symbols group and two sets of render instances referencing the same thing. So one must go through the symbol group and delete half of the groups and then reassign the render instances to the remaining group. Very tedious.
2. All symbols not show up in C4D stacked on top of each other. This is a function of VW assigning the hidden Null container of a symbol to 0,0 I believe. But it makes the symbol group in C4D very cluttered. We have no control over the symbols' position in VW (where do they actually reside?), we only see the instance.
3. All symbols, lights, cameras, textures, etc be placed in their own discrete C4D layers, or at least the option to do so.
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grant_PD
1. All mirrored symbols not export as separate symbols. Currently, if I have a chair and instances of that chair, and the same chair instances mirrored (as is often the case in say...a ballroom), the import into C4d will have two identically named groups inside the symbols group and two sets of render instances referencing the same thing. So one must go through the symbol group and delete half of the groups and then reassign the render instances to the remaining group. Very tedious.
2. All symbols not show up in C4D stacked on top of each other. This is a function of VW assigning the hidden Null container of a symbol to 0,0 I believe. But it makes the symbol group in C4D very cluttered. We have no control over the symbols' position in VW (where do they actually reside?), we only see the instance.
3. All symbols, lights, cameras, textures, etc be placed in their own discrete C4D layers, or at least the option to do so.
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