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Home/ Questions/Q 3440342
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Editorial Team
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Editorial Team
Asked: May 18, 20262026-05-18T08:25:15+00:00 2026-05-18T08:25:15+00:00

If I have a mesh modeled in Cinema 4D , how can I export

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If I have a mesh modeled in Cinema 4D, how can I export it for the three.js 3D JS Engine ?

Also, it would be handy to export material colors for polygon selections.

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  1. Editorial Team
    Editorial Team
    2026-05-18T08:25:16+00:00Added an answer on May 18, 2026 at 8:25 am

    Just wrote another python script for Cinema4D for this.

    You can find details on the disturb media blog and wiki.

    DeltaInc Bot

    Dodecahedrons

    For reference, I’m listing the source here too:

    '''
    author : "George Profenza"
    url    : ("disturb", "disturbmedia.com/blog","My blog, http://tomaterial.blogspot.com")
    
    Export meshes the three.js 3D Engine by mr.doob's et al.
    
    More details on the engine here:
    https://github.com/mrdoob/three.js
    
    Currently supports UVs. If the model doesn't display correctly
    you might need to reverse some normals/do some cleanup.
    Also, if you use Selection Tags and basic ColorMaterials, 
    the colours will be picked up as face colors. Call autoColor() on the
    model you use for this.
    The mesh transformations(position, rotation, scale) are saved
    and you can get them using: getPosition(), getRotation() and getScale()
    each returning a THREE.Vector3
    
    In short
    var myGeom = new myC4DGeom();
    var myModel = new THREE.Mesh( myGeom, new THREE.MeshFaceMaterial());
    //set transforms
    model.position = myGeom.getPosition()
    model.rotation = myGeom.getRotation()
    model.scale    = myGeom.getScale()
    //set selection tags colours
    myGeom.autoColor()
    
    More details on this exporter and more js examples here:
    https://github.com/orgicus/three.js
    
    Have fun!
    
    This script requires Cinema 4D R11.5 minimum and the Py4D Plugin:
    http://www.py4d.com/get-py4d/
    '''
    
    import c4d
    from c4d import documents,UVWTag,storage
    from c4d.utils import *
    from c4d import symbols as sy, plugins, utils, bitmaps, gui
    import math
    import re
    
    # utils
    clean = lambda varStr: re.sub('\W|^(?=\d)','_', varStr)
    # from Active State's Python recipies: http://code.activestate.com/recipes/266466-html-colors-tofrom-rgb-tuples/
    def RGBToHTMLColor(rgb_tuple):
        return '0x%02x%02x%02x' % rgb_tuple
    def Export():
        if not op: return
        if op.GetType() != 5100:
                print 'Selected Object is not an editable mesh'
                return
        unit = 0.001#for scale
        fps   = doc.GetFps()
        bd = doc.GetRenderBaseDraw()
        scr = bd.GetFrameScreen()
        rd = doc.GetActiveRenderData()
        name  = op.GetName()
        classname = clean(name)
    
        c4dPath = c4d.storage.GeGetC4DPath(sy.C4D_PATH_LIBRARY)
        jsFile = open(c4dPath+'/scripts/Three.js','r')
        js = jsFile.read()
        htmlFile = open(c4dPath+'/scripts/template.html','r')
        html = htmlFile.read()
        html = html.replace('%s',classname)
        code  = 'var %s = function () {\n\n\tvar scope = this;\n\n\tTHREE.Geometry.call(this);\n\n' % classname
    
        def GetMesh(code):
            # goto 0
            doc.SetTime(c4d.BaseTime(0, fps))
            c4d.DrawViews( c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_REDUCTION|c4d.DA_STATICBREAK )
            c4d.GeSyncMessage(c4d.EVMSG_TIMECHANGED)
            doc.SetTime(doc.GetTime())
            c4d.EventAdd(c4d.EVENT_ANIMATE)
            SendModelingCommand(command = MCOMMAND_REVERSENORMALS, list = [op], mode = MODIFY_ALL, bc = c4d.BaseContainer(), doc = doc)
    
            verts = op.GetPointAll()
            for v in verts:
                code += '\tv( %.6f, %.6f, %.6f );\n' % (v.x, -v.y, v.z)
            code += '\n'
            ncount = 0
            uvcount = 0
            faces = op.GetAllPolygons()
            normals = op.CreatePhongNormals()
            ndirection = 1
            hasUV = False
            for tag in op.GetTags():
                if tag.GetName() == "UVW":
                    uvw = tag
                    hasUV = True
            for f in faces:
                if(f.d == f.c):
                    if(normals):
                        code += '\tf3( %d, %d, %d, %.6f, %.6f, %.6f );\n' % (f.a, f.b, f.c, normals[ncount].x*ndirection, normals[ncount].y*ndirection, normals[ncount].z*ndirection)
                    else:
                        code += '\tf3( %d, %d, %d );\n' % (f.a, f.b, f.c)
                else:
                    if(normals):
                        code += '\tf4( %d, %d, %d, %d, %.6f, %.6f, %.6f );\n' % (f.a, f.b, f.c, f.d, normals[ncount].x*ndirection, normals[ncount].y*ndirection, normals[ncount].z*ndirection)
                    else:
                        code += '\tf4( %d, %d, %d, %d );\n' % (f.a, f.b, f.c, f.d)
                if hasUV:
                    uv = uvw.Get(uvcount);
                    # uvs  += '[Vector('+str(uv[0].x)+','+str(1.0-uv[0].y)+'),Vector('+str(uv[1].x)+','+str(1.0-uv[1].y)+'),Vector('+str(uv[2].x)+','+str(1.0-uv[2].y)+')],'
                    if len(uv) == 4:
                        code += '\tuv( %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f);\n' % (uv[0].x, uv[0].y, uv[1].x, uv[1].y, uv[2].x, uv[2].y, uv[3].x, uv[3].y)
                    else:
                        code += '\tuv( %.6f, %.6f, %.6f, %.6f, %.6f, %.6f);\n' % (uv[0].x, uv[0].y, uv[1].x, uv[1].y, uv[2].x, uv[2].y)
                    ncount += 1
                    uvcount += 1
    
            #selection color
            code +='\n\tscope.colors = {};\n'
            code +='\tscope.selections = {};\n'
            selName = ''
            for tag in op.GetTags():  
                if(tag.GetType() == 5616): #texture tag
                   material = tag.GetMaterial()
                   color = material[sy.MATERIAL_COLOR_COLOR]
                   tag.SetBit(c4d.BIT_ACTIVE)
                   selName = clean(tag[sy.TEXTURETAG_RESTRICTION])
                   if len(selName) == 0:    print "*** WARNING! *** Missing selection name for material: " + material.GetName()
                   code += '\tscope.colors["'+selName+'"] = '+str(RGBToHTMLColor((color.x*255,color.y*255,color.z*255)))+';\n'
                if tag.GetType() == 5673:  #selection tag
                   # print 'selection: ' + tag.GetName()  
                   sel = tag.GetSelection()
                   selName = clean(tag.GetName())
                   ids = sel.GetAll(op.GetPointCount())
                   indices = [i for i, e in enumerate(ids) if e != 0]
                   code += '\tscope.selections["'+selName+'"] = '+str(indices)+';\n'
    
            code += '\n\tscope.autoColor = function(){\n'
            code += '\t\tfor(var s in this.selections){\n'
            code += '\t\t\tfor(var i = 0 ; i < this.selections[s].length; i++) this.faces[this.selections[s][i]].material = [ new THREE.MeshColorFillMaterial( this.colors[s],1) ];\n'
            code += '\t\t}\n\t}\n'
    
            # model position, rotation, scale               rotation x,y,z = H,P,B => three.js x,y,z is P,H,B => y,x,z
            p = op.GetPos()
            r = op.GetRot()
            s = op.GetScale()
            code += '\n\tscope.getPosition = function(){\treturn new THREE.Vector3'+str((p.x,p.y,p.z))+';\t}\n'
            code += '\n\tscope.getRotation = function(){\treturn new THREE.Vector3'+str((r.y,r.x,r.z))+';\t}\n'
            code += '\n\tscope.getScale = function(){\treturn new THREE.Vector3'+str((s.x,s.y,s.z))+';\t}\n'
    
            code += '\n'
            code += '\tfunction v( x, y, z ) {\n\n'
            code += '\t\tscope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );\n\n'
            code += '\t}\n\n'
            code += '\tfunction f3( a, b, c, nx, ny, nz ) {\n\n'
            code += '\t\tscope.faces.push( new THREE.Face3( a, b, c, nx && ny && nz ? new THREE.Vector3( nx, ny, nz ) : null ) );\n\n'
            code += '\t}\n\n'
            code += '\tfunction f4( a, b, c, d, nx, ny, nz ) {\n\n'
            code += '\t\tscope.faces.push( new THREE.Face4( a, b, c, d, nx && ny && nz ? new THREE.Vector3( nx, ny, nz ) : null ) );\n\n'
            code += '\t}\n\n'
            code += '\tfunction uv( u1, v1, u2, v2, u3, v3, u4, v4 ) {\n\n'
            code += '\t\tvar uv = [];\n'
            code += '\t\tuv.push( new THREE.UV( u1, v1 ) );\n'
            code += '\t\tuv.push( new THREE.UV( u2, v2 ) );\n'
            code += '\t\tuv.push( new THREE.UV( u3, v3 ) );\n'
            code += '\t\tif ( u4 && v4 ) uv.push( new THREE.UV( u4, v4 ) );\n'
            code += '\t\tscope.uvs.push( uv );\n'
            code += '\t}\n\n'
            code += '}\n\n'
            code += '%s.prototype = new THREE.Geometry();\n' % classname
            code += '%s.prototype.constructor = %s;' % (classname, classname)
    
            SendModelingCommand(command = MCOMMAND_REVERSENORMALS, list = [op], mode = MODIFY_ALL, bc = c4d.BaseContainer(), doc = doc)
    
            return code
    
        code = GetMesh(code)
        docPath = doc.GetDocumentPath() 
        jspath = docPath+'/'+classname+'.js'
        htmlpath = docPath+'/'+classname+'.html'
        file = open(jspath,'w')
        file.write(code)
        file.close()
        file = open(htmlpath,'w')
        file.write(html)
        file.close()
        file = open(docPath+'/Three.js','w')
        file.write(js)
        file.close()
        print 'Export Complete!'
    
    Export()
    

    Also, added ‘slim’ exporters to the repository which should produce smaller .js files
    for the models

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