<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[GLB &#x2F; GLTF Export issues - named animation tracks?]]></title><description><![CDATA[<p dir="auto">Hello all,</p>
<p dir="auto">I've been asked to produce some models in a web ready format, so that they can be uploaded to our web viewer in either GLB or glTF.  Cinema 4D is the program I know and enjoy - I don't really have experience in any other 3D modelling programs, so I'm a bit tied to it.</p>
<p dir="auto">I've been struggling with this for a while now.  I had to recreate all my redshift materials as PBR materials, and after a lot of tweaking I've got this looking really good.  I have spent weeks on this getting the workflow right - exporting the Cinema 4d model as a GLB model and optimising it, without losing textures or breaking the model.</p>
<p dir="auto">Having got that perfected, I'm now trying the process on another model, and this model needs to have named animation tracks.  But this seems to be unsupported?</p>
<p dir="auto">After some research I found this post: https://cineversity.forums.maxon.net/topic/375/name-animations-glb/4 - and also a youtube tutorial which involves exporting to FBX and then converting to GLB.  This method creates named animation tracks from the take system perfectly.... But it breaks all the materials I spent so long working on.</p>
<p dir="auto">Is there anyway to export to GLB or glTF from C4D, with both materials and animation tracks intact, or do I need to start learning blender or something?</p>
]]></description><link>https://cineversity.forums.maxon.net/topic/2379/glb-gltf-export-issues-named-animation-tracks</link><generator>RSS for Node</generator><lastBuildDate>Fri, 12 Jun 2026 18:34:59 GMT</lastBuildDate><atom:link href="https://cineversity.forums.maxon.net/topic/2379.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 03 Jun 2026 10:43:24 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to GLB &#x2F; GLTF Export issues - named animation tracks? on Fri, 12 Jun 2026 17:42:56 GMT]]></title><description><![CDATA[<p dir="auto">Noseman's link is interesting. However, and I only did a cursory review of that site, I'm not sure how it really handles BSDF materials.<br />
When I needed to generate some glTF files, of my client's products, I had no choice but to quickly learn some Blender basics. There was simply ZERO way to export my carefully crafted RS materials, from either Cinema nor RS. I had to rebuild those in Blender, but that then allowed me to have very faithful representations in any VR viewer.</p>
]]></description><link>https://cineversity.forums.maxon.net/post/9326</link><guid isPermaLink="true">https://cineversity.forums.maxon.net/post/9326</guid><dc:creator><![CDATA[entry-newspaper]]></dc:creator><pubDate>Fri, 12 Jun 2026 17:42:56 GMT</pubDate></item><item><title><![CDATA[Reply to GLB &#x2F; GLTF Export issues - named animation tracks? on Fri, 12 Jun 2026 11:12:03 GMT]]></title><description><![CDATA[<p dir="auto">I don't know if this helps but here's some guidance and a plugin<br />
https://bakedpixels.publixr.com/gltf-export/</p>
]]></description><link>https://cineversity.forums.maxon.net/post/9319</link><guid isPermaLink="true">https://cineversity.forums.maxon.net/post/9319</guid><dc:creator><![CDATA[noseman]]></dc:creator><pubDate>Fri, 12 Jun 2026 11:12:03 GMT</pubDate></item></channel></rss>