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By kbarTools for painting, texturing, sculpting and UV mapping.
Paint with a sculpting style workflow to paint stamps, stencils and symmetry. Lets you work in a UDIM style fashion. Has new views to work with materials and bodypaint layers in a Photoshop style fashion. Use the content browser with all sculpt based brushes to easily let you set your working stamp and stencil. Includes a faster vertex painting brush to let you paint smoothly over millions of polygons with no delays, as well as project stencil and stamps directly onto your vertex maps. Texture transfer and remapping features to move UVs from one space to another and keep all your painting detail.
UV mapping tools
Includes a vector graphics system for creating animated materials There is simply too many features and workflows contained in these plugins for me to list everything here.
When you press 'Download this file' you will be taken to a web page where you can choose the version of Cinema 4D and the OS you are using, then you can press the 'Free Download' button on that page and it will start downloading in a second or two. Instructions for installing are found in the zip file and also in the video found on the page.
Compatible with R20, R21 and S22.118 on both OSX and Windows
Includes the Paint Brushes, Material View, Layer View, Content View, Texture View, Vertex Paint Brush, SVG Importer and the Vector Graphics System.
It is free. No license keys required.
Make sure you install the layouts!
25 July 2020 HOTFIX
Fixed: The sculpting based paint brush was not respecting the brush falloff.
4D Paint - Video Collection
4D Paint - Brush Video Collection
By C4DSRingLoop is a small Python plugin which allows to extend selected edges into ring or loop.
An optional "skip" option can be provided, which will skip the number of edges during creation of a ring or loop from the original selected edge(s)
New version 0.4 (see changelog)
TrueSplit is a modeling tool helper plugin that allows you to split the polygon selection from your object but with more advance option features list that you see below.
Split Multiple Objects in Selection Split Object as a Child Delete Poly Selection Optimize Split Object Optimize Base Object Center Axis To Split Object Apply Color To Split Object Remove Unused Materials Remove All Materials Stay In Polygon Mode Split All Polys on Object
By clicking on DOWNLOAD, you will be redirected to a Gumroad page!
If you like to watch or ask any questions on development or bugs :
Join our Discord for questions, bugs fixes.
ABC Loop is a very simple Xpresso tool that allow us to loop an abc file inside Cinema4d.
Sometimes we need to loop only a certain portion of the abc sequence. With this simple tool we can create that sequence by selecting the starting frame in the alembic and a loop time span. The Xpresso does the rest.
I've tested the tool and so far is working fine.
Instructions: The scene file contains two null with additional controls. A simple and a more complex version.
Each ABC file needs one of command null to generate a loop.
Hope it helps
By C4DSThis script will hide polygons that have no selected points.
Can be useful if you have an high polycount object which you want to edit, but there is just too many polygons to see what you're doing.
Select some points you want to work on, execute the script ... and all polygons not sharing those selected points get hidden.
<to be continued>
By C4DSTINA (Texture Importer 'n' Assigner) is a Python plugin to automate importing multiple textures into appropriate material channels.
The plugin was originally created to import the different texture sets created in Substance Painter, into Cinema4D's native materials before the node-based materials where introduced in R20.
Plugin is compatible with R17 - R21. Hasn't been tested on S22, nor with node-based materials.
By C4DSI don't think this one needs much explanation, the title says it all.
The script repositions selected points into a circle.
By C4DSUVisland Outliner is a Python plugin which does detect the UV island boundaries and turns them into edge selection. The plugin will process all selected polygon objects.
A new option introduced in version 1.1 (available via cog wheel) provides a way to ignore the outer edges of an open-ended mesh.
In general you would want to turn all UV seams into edge selections. In case of open-ended mesh objects, the mesh boundaries would be detected as UV boundaries ... while these aren't actually UV seams. The new option will (by default) allow to ignore these boundaries.
On the other hand you might want to turn all UV island boundaries into edges, no matter if these are UV seams or not. You can do so by unchecking the new option.
By C4DSI have been using "Set Selection" on many occasions. Be it to create selection tags to apply different materials to an object.
Or simply as kind of a clipboard to temporarily hold a set of selected polygons during modeling.
However, in most cases I do not have enough with a single selection tag. It can happen that during a modeling session I need a few temporary selections, to be picked up later in the process when I need to work here and there on a model.
As such, in the past I had a love-hate relationship with the "Set Selection" command. It was a very useful tool, except that it required me to always deselect the newly created selection tag before I could create another one. Reason for this is that if you perform a "Set Selection" with a selected tag, the newly selected items would be merged into the selected tag ... instead of being created in their own separate tag.
I mostly use the Commander to quickly type "set se" and press enter. Or I would add the "Set Selection" icon into a modeling palette and dock it in the layout.
Still, in order to be able to create multiple selection tags, I would need to execute the command, deselect the tag, and proceed with creating a new selection.
NOT ANYMORE ...
It finally annoyed me so much that I spend some time writing a script to provide the functionality to perform a "Set New Selection" ... NOT overwriting the current selection tag. This script will create a new selection tag of its own, use an appropriate unique name (just as the native "Set Selection"), store the selected items be it polygons, edges or points.
I call it: Set New Selection.
The good thing is, that you can execute this script from the Commander, or drag the icon into a palette and dock it into the layout.
AND it can coexist next to the native "Set Selection". Which means you can still use the original behaviour if you want to overwrite a selection tag, or use the new one to create separate tags each time the script is executed.
Isn't that neat? Yes, I thought so too!
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