Again, here is the plugin's user interface:
Camera
In order to load a “camera.sd” file, please use this slot. Please bear in mind that this part of the UI can only handle this particular type of SD files. You can type in a path to an SD file here manually, or use the “...” button to locate a file.
Object(s)
Although the function's name suggests that you can read and open more than one SD file at once, it is only possible to work with a single SD file. If you want to load objects from another SD file you have to launch the plugin again. This function of the UI supports SD files containing geometric objects and RealWave surfaces. You can type in a path to an SD file here manually, or use the “...” button to locate a file.
Once a valid SD file has been added, you will see some information about it in the UI as well: the number of objects included and the names of the first objects found in the SD.
…
These buttons open a file browser where you can point the plugin to the appropriate SD file.
Create Missing Objects
This is the most convenient method to load objects from RealFlow to Cinema 4D. When it is active, the plugin will recreate the objects' geometry from the SD data, and you can start with a blank scene. You do not have to worry about object names or other things with this option.
Another way is to use already existing objects and connect the SD's data to these nodes. Normally, this workflow is used with low-resolution proxy objects. There are a few things you have to consider when using this technique, and we have compiled them for you here.
Add Texture
With this option enabled, the plugin reads an object's UV information and applies a “UVW” tag. Please note that the importer does not perform any plausibility checks on the UV coordinates – proper UVs are your own responsibility.
Invert Normals
When active, an object's normal vectors are flipped. Normally, it is not necessary to use this function, but it can be useful with RealWave surfaces.
Create Motion Keys
By default, all position, rotation, and scale data are assigned to an object via a certain node – you can find it attached to the object itself. This small tool reads the information from the SD file directly. Once the connection between object and its SD file is broken the object will not move anymore. Therefore, it is often a good idea to bake the transition information into animation keys. This can be done for each object individually with the attached sub-node, globally with the “animation.sd Reader” object, or during import with this function.
With high object counts it takes some time to translate the SD's data into keys. Additionally, the Cinema 4D's scene file's size will increase. Once the keys have been written, the plugin's own nodes can be deleted.
Import/Cancel
To finally load the object(s), click on “Import”; with “Cancel” the plugin's UI will be closed.