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What Features You Are Waiting For C4D (Wishlist)


  • Inquirer
  • Here's what i am waiting to be possible to do with C4D in near future:

    So i am waiting for these features for C4D in some future, maybe far far away in future

    (i tried to put these in order of importance by my opinnion):

    Character animation:

    -Skin & MSkin deformers need self-collision (and self-collision area/"vertex map" painting tools for critical ares)

    -Muscles collision (need collision features, muscle collide to other muscle)

    -Bones (possibility to create flexible bones too)

    -Muscle sliding on bone

    -Muscles attach (possibility to attach muscle to muscle)

    -Soft body & cloth skin simulation. For example: loose skin and loose fat (with collision and self-collision features)

    -Tension & Angle based deformations / Skin stretching extension for tension tag with fall-off features (something like this: www.cgaddict.com - fStretch)

    -Face muscles (for creating face animations with muscle deformers)

    -"face skeletons" for controlling face muscles

    -Sticky lips (or xpresso node for sticky lips or tutorial for inside C4D's manual)

    -Sculpting tools with animation capabilities (like Joe Alter's LipService)

    -Morph Brush

    Shortly (these for C4D):

    -Maya Muscle System

    -fStretch (cgaddict)

    -LipService (Joe Alter)

    -Soft body with passive points for rigging

    Polygon animation:

    -Animation path for polygon points / vertex (also in Morph mode, in this mode it would be also useful to have possibility to add multiple points for animation path)

    -Possiblity to edit animation of selected points in/with F-Curve editor

    -Possibility to break and create new polygons and extrude them in middle of animation (like doodle paint tool, frame by frame) with fade & size effects (like mograph does)

    Vertex Map

    -Simple Fall-off animator object (for creating fall-off animations for Vertex Maps)


    -Passive points for Soft body (this would make possible to rig Soft body with these passive points and only the active points would be simulated)

    -Glue feature for rigid and soft body objects

    -Full support for DPit effex (better SDK for developers, with possibility to create plugin with interaction for all Cinema 4D modules)

    -Better cloth tearing feature

    -Better integrated Fracturing tools with fracturing capability in middle of animation (but i'am sure that Nitroblast is pretty good plugin too for this kind of job), so "Rayfire" for cinema 4D would be nice addition

    -Golaem crowd simulation kind of tools for Cinema 4D (or golaem plugin for C4D) (ANIMA has still lots of working to do before it is good enough for crowd simulation, but i'am sure that ANIMA is most easy to use at the moment)

    -Rope simulation


    -Thinking particles 5 features (from Cebas) for C4D's Thinking particles

    -Particle Brush/Paint tool (for generating particles, also should be able to animate them with smear kind of brush tools)


    -Displacement for OpenGL


    -knife tool with Disconnecting/separating option (possibility to cut shapes with disconnection feature)

    -Polygon bruhs cloner tool (possibility to clone polygons with brush, it would be very similar to the Photoshop's cloner tool with cloning direction/angle/mirror features)

    -Clone on surface brush (painting tool which would clone objects to other objects surface), (PaintOnSurface plugin sounds good but i would love to see it by integrated for C4D)

    -Transformation tools (bending, twisting, rotating for selected points, with 3-clicks: 1. click determines the start point of "deforming" then user moves cursor, 2. click determines the length of deforming and then user moves cursor again 3. click accepts the deforming strength) [i know that there is possibility to create group from points / edges / faces and then use deformer for it, but i think it is too slow for speed modelling]

    -Extrude brush (it would do the extruding by order of distance, and it would also take care of polygon's angle by direction of cursor move, this would speed up modelling a lot)

    -Collision for polygon brush, it would collide to all other objects around which are close enough (smear, pull, normal etc.), (of course this can be now be able to do with collision deformer but i think it would make things faster if there would be collision option in brush tool too)

    -New tool for retopology modelling

    -1D push tool (tool which would pull polygon points for one direction, world -z direction for example)

    -Sculpting tools (displacement with opengl support)

    And maybe some modelling features from Rhino3D:

    filletedge, chamferedge, and extruding with along by curve (spline extruding with possibility of point collapse extruding)...

    Objects melting / optimizer

    -Welder (for melting edges to each other with multiple objects for generating seamless edges between multiple objects) [it could be similar to jokermartini's welder plugin for 3dsmax)

    Was quite a big list, i don't even know which i have tried to suggest for MAXON, but i think that they wouldn't even listen me.

    -thank you for reading

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  • Inquirer
  • I just have to say that if there is coming integrated liquid and fire system for C4D in future (as maya has already), then it will be mostly need these features:

    Liquids will need

    1. foam (important)

    2. wetmaps, (very important)

    3. Surface tension, (important also)

    4. liquid particle groups,

    5. liquid mesher (with possibility to add multiple liquid particle groups to the same liquid mesher),

    6. color mixing,

    7. heat and cold features (like magma lamp effect: heat will rise and cold stuff will fall down.)

    8. Physical Motion Blur support (moving liquid should be motion blurred)

    9. Full Cinema 4D Dynamics Support, lighter objects will flow on the liquid's surface, and heavy things will fall down. (Rigidbodies, softbodies, cloths)

    10. Splashes

    11. Good uv-tools for liquids

    12. Personal forces for liquid particle groups.

    13. Viscosity (most important)

    14. Friction map

    15. Splashes

    16. Moving obstacle should be interactive with liquid, and it should generate waves, and splashes.

    Fire system should have




    -Heat (Heat haze also needed)

    -cloth support

    -Physical Motion blur support

    -GI light (generated by fire)

    -Multiple Scattering

    Heat air should rise up things like balloon (cloth object).

    Both systems should have time step features (for generating slow motion)

    But i guess that need to live long time before something like this is coming out...

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    But i guess that need to live long time before something like this is coming out...

    LOL - Yup.


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    Why wait for Cinema to get all that since there are already applications that do what you describe? If you need high end particle system, dynamics, fluids, nodal based TD environment and low level access why not check Houdini?

    It is very unrealistic to expect one tool to be able to do it all - there is simply no way general application can be strong in all "departments" to compete with dedicated tools. Cinema has it's strong points and unique features that separate it from other general packages. Those are, by my opinion :

    - Ease of use

    - Unmatched result per knowledge ratio

    - Stability

    - Interface/customization/ versatility

    - Mograph, Xpresso and CA

    When I say unmatched result per knowledge, I mean that users with minimal knowledge can produce content in Cinema which is next to impossible in other general applications :thumbsup:


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  • Inquirer
  • sure houdini is good tool for all that, but I think that Cinema has best and easiest interface/gui in the world of 3d software. I am just wishing that some day Cinema 4D will be the best "all in one" 3D-graphics software in the world, aren't you wishing same thing. well this is just my opinion but I think that cinema really can be the best software in future if they (MAXON) really want it. I think that everybody should make their best.

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    It simply impossible to combine ease of use with some advanced principles - MAXON already has that covered to maximum extent :oops:

    Every programming team, even huge ones, have to keep the shear size of application and it's features in manageable size, or they can find them selves unable to maintain it. When the problem of maintaining arises, it leads to degradation - bugs, old features, obsolete toolset and eventually application dies. This is especially the case with 3D applications, where diversity and nature of features is very complex.

    Creating new functionality is not really such a big problem - making it work as expected with existing functionality is.

    You can visualize every complex application like a giant closet with millions of wires and junctions and set of rules of where, how and which wires can be connected. To install one part into all that you have to cut few existing ones out, adapt them in any way you can and put them back with "new piece" and test if everything is working. That is still ok, but what if the market decides they don't want giant closet - they want 100 smaller closets? but maybe now with pink wires?

    Software engineering is one of the most difficult and demanding occupation in the world, and once you get insight in what happens "behind the scenes", you will certainly appreciate those applications more.

    Cinema, nor any other application, will never be able to be the "best" unless some magical/mind blowing/revolutionary software technology is invented that will eliminate those basic problems.


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    I completely agree with what HSrdelic is saying.

    I also do a lot of C++ coding for my own C4D plugins, and there are a lot of core restrictions within the SDK that keeps us from doing everything we want. But the more I work with it I begin to understand why most of these restrictions are there in the first place.

    The catch is, a lot of the quirks in C4D's programming is also what gives it its strength. E.g. Object Manager's wasteful iteration through hierarchies is a side-effect of being able to move objects and tags around so easily.

    As with most have already mentioned, I also want improvements on the core features and if there's also ways of speeding up the pipeline (ability to zoom in color gradients, GUI update on XPresso, option to adjust priorities on things besides Tags, or adjust the times C4D iterates through items). Over half the features you want are already doable within C4D if you're willing to figure out how to work with COFFEE/Python.

    It's the same deal with other programs. You'll always need specialized tools to achieve high-end effects like particles and fluids. I mean, there's a reason why there's always a demand for Technical Directors for pretty much any 3D program.

    Another thing I'd wish would happen is that people would stop making others think that C4D has a do cool $##! button. C4D has definitely lowered the barrier to entry into working with 3D. But it's given this false assumption that you can rely on the program to do everything for you. It just can't.

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    "maintain curve" when inserting an edge loop (silly that this functionality isn't already present)

    Better UV tools - MAXON should frankly be embarrassed about the UV tools in Cinema at this stage. R13 and no improvements - really? I can make use of them just fine if I have to, but this tool set is lacking some VERY basic functionality.

    SubD sculpting

    Body Paint improvements - to friggen clunky. Evolve or die.

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  • Inquirer
  • http://kickstand.tv/tools/stretchmesh/ <-this is what C4D will need in near future.

    Mesh stretching with self-collision features.

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    Guest toddster

    Modelling tools:


    http://wiki.mcneel.c...s/edgesoftening <-this would be nice feature for cinema 4d in near future.

    BIOMEKK makes a plugin called SOFTEDGE for this.....but yes having it intergrated in cinema would be great

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    Guest toddster

    "maintain curve" when inserting an edge loop (silly that this functionality isn't already present)

    Better UV tools - MAXON should frankly be embarrassed about the UV tools in Cinema at this stage. R13 and no improvements - really? I can make use of them just fine if I have to, but this tool set is lacking some VERY basic functionality.

    SubD sculpting

    Body Paint improvements - to friggen clunky. Evolve or die.

    Plus one on me for that.....and yes some sculpting would be awesome! Yes zbrush will probably always do it better but for the amount of sculpting I do, it would be nice to stay inside cinema.....I hate having to swap between apps!

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