Exporting Takes and Backwards Compatibility

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Instructor Rick Barrett

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  • Duration: 03:35
  • Views: 3238
  • Made with Release: 17
  • Works with Release: 17 and greater

Learn how Takes work in prior releases of Cinema 4D, and how they export via FBX and other formats.

Once you've experienced the power of the Cinema 4D Release 17 Take System, you won't want to go back. But it's important to know what others will experience when they open your C4D file using Takes in a prior release. In this tutorial, I'll demonstrate how Takes appear in prior releases of C4D, how they export via other formats, and how FBX deals with Takes a bit differently. I'll also show how you can use Save Takes with Assets to output individual C4D files for each Take.



In this Quick Tip, we're going to take a look at what happens when you open a file that includes takes in a previous version of Cinema 4D, or when you export a file with takes to another file format. And, in most cases, it just boils down to this simple rule: whatever state the document's in when it's saved, is the state it's going to be when you open it. So here we have our Friday Night Football template, and right now it's set up in the state of Eagles versus Bears. And if I just make sure this is saved, and we'll open Cinema 4D Release 16. And I'm going to go ahead and open that file. And, of course, you won't have any take information. There's no interface to that. But you can see here that it's in the state of the Eagles versus the Bears. If I go back to Release 17, and I switch this to the Dolphins versus the Cyclone, for instance, and we re-save the file and we move back into R16 and revert to saved. Now it's in the state of the Dolphins versus the Cyclone. So any time you open R17 files in a previous version, you're just going to see the state that the file was saved in. Now of course, you will not want to re-save over this file in the previous version, or you will you lose all of the takes that have been set up in 17. Let's just try that out really quick. I'm gonna Save Incremental, and we'll go back into Cinema 4D Release 17, and Open that incremental version. And you can see that we don't have any take information at all. So you're going to want to be especially careful to avoid that. So we'll jump into our Master File. And when it comes to exporting, the principle is basically the same. Whatever state the scene is in when you choose the Export command, is what's going to be exported. Now of course, what you get out of the export is going to be very dependent on the file format itself. The one major exception to this is the FBX file format, because it has the ability to store multiple scene states within the file format. So if I export this scene as an FBX... And we'll call this, "Football Friday." And I'm just going to go ahead and keep all of these at their default values and hit OK. And now we'll go ahead and re-open that file, "footballfriday.fbx." And default import options. And here you can see that what you get is all of the top-level takes are still here. Now in this case, it doesn't work out very well, because we have some expresser that's actually driving this, and that doesn't bake down when the FBX exports. But in general, you can expect that the FBX export will attempt to preserve the takes at the top level of the hierarchy. It can't manage the sub-levels, but you do get the takes in the top level. Now jumping back to our original file, one last note is, if you need to export individual versions of all of these files, what you can do is simply mark the ones that you want to export and you can go in here and choose to Save Marked Takes with Assets. Or you can Save All the Takes with Assets. And there's also the option here to take the current take, whichever take that you currently have active, and create a new document just out of that take. So that is a quick look at how the take system works with prior versions of Cinema 4D and exported files.
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