Your Suggestions Are On Their Way to Maxon πŸ”₯

Hey all,

We received over 250 suggestions from the community about features, workflows, and improvements we’d like to see in Cinema 4D. I’ve consolidated them into a detailed email to Maxon, including the full list below.

I’m sending this on Friday, so if you notice anything major missing, just let me know, otherwise it will go as is, thanks again for getting involved!!

πŸ‘‡THE EMAIL:

Dear Maxon,

I’ve consolidated long-term feedback from the community into the key points below. Across all discussions, two themes consistently stood out above everything else: workflow speed (quality of life) and price/accessibility for learners.

At its best, Cinema 4D excels at fast, intuitive, real-world motion graphics production. Users strongly feel that future development should double down on this strengthβ€”prioritizing tools and refinements that reduce friction and help artists get from idea to final result as quickly as possible, rather than adding complexity that slows everyday workflows.

In parallel, there is growing concern around accessibility for new users. While Cinema 4D is fairly priced compared to other 3D software and clearly worth the investment for working professionals, the barrier to entry for beginners is increasingly highβ€”especially compared to alternatives like Houdini, which offers the fully featured Apprentice edition, and Blender, which is free. Many users feel that introducing a similarly accessible, fully featured learning version for Cinema 4D would greatly strengthen community growth and make the software easier for new artists to adopt.

Below is a more detailed, categorized summary of specific suggestions, ordered by frequency and perceived impact within each section.

1. Licensing and Market Accessibility
────────────────────────────────────────
This is the most frequent and urgent category of feedback across all sources, with users warning of a “generational talent leak” to competitors like Blender.

β€’ Implement an Indie/Apprentice Version
  Users overwhelmingly request a lower-priced tier for freelancers, students, and hobbyists (similar to Houdini or Maya Indie) to lower the barrier to entry.

β€’ Revised Subscription and Machine Licensing
  Multiple requests were made to allow two concurrent machine uses per license (like Adobe CC) or to separate C4D and Red Giant licenses so rendering and compositing can happen on different machines simultaneously.

β€’ Return of Perpetual Options
  Some long-term users express a strong preference for perpetual licenses with maintenance contracts over subscription-only models.



2. UV Workflow Overhaul
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Improving UV tools is the highest-rated technical request, with users frequently stating they must leave Cinema 4D for third-party tools like RizomUV to complete professional work.

β€’ Procedural UV Generation Nodes
  Introduce non-destructive nodes for projecting, unwrapping, and packing UVs within the Object Manager or Node Editor (like Houdini).

β€’ Unified UV Pop-up Editor
  Integrate the full suite of UV tools into the Shift-click UVW Tag window to avoid switching entire layouts for minor tweaks.

β€’ Modernised Packing and Feedback
  Implement advanced packing algorithms (with padding control), faster interactive unwrap feedback, and AI-assisted seam suggestions.



3. Modernised Hair and Simulation Engine
────────────────────────────────────────
Users feel the Hair system is “stuck in the past” and needs a foundational update to match modern industry standards.

β€’ Strand-Based GPU Hair
  Rebuild the Hair engine as a modern, strand-based system fully integrated with the Unified Simulation Framework (GPU-accelerated).

β€’ Vellum-Style Post-Process Modifier
  Provide a non-destructive way to smooth, weld, and add thickness to cloth and soft body simulations after they are calculated (like Houdini).

β€’ Comprehensive Preset Libraries
  Add curated real-world presets for common simulation setups eg: cloth (silk, denim, etc.) and hair styles to reduce trial-and-error time.

  β€’ Intuitive Simulation Rest & Activation Controls
  Cloth and liquid simulations should include an option to stay at rest until they are touched or interacted with, removing the need for workarounds. Objects should also be able to retain their original shape while still behaving like cloth or liquid, instead of deforming immediately.



4. Integrated AI and Intelligence Layer
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Rather than generative art, the community wants AI that acts as a structural assistant to speed up technical tasks.

β€’ SDK-Aware AI Assistant
  An internal assistant trained on the latest Cinema 4D SDK and Python API to help generate custom scripts and troubleshoot scene-specific node/effector issues.

β€’ Simulation and Scene Intelligence
  Implement AI for pre-render instability detection, intelligent solver parameter tuning, and automated production-grade retopology.

β€’ AI Texture Generator
  Integrate native tools to generate seamless PBR texture sets from text prompts directly into the Asset Browser.



5. Core Workflow and Modeling Enhancements
────────────────────────────────────────
The community urges a rebalance of focus away from complexity (such as Scene Nodes) and back toward the fast, intuitive core workflows that define Cinema 4D.

β€’ Procedural ‘Match Size’ Modifier
  A tool (similar to Houdini’s) to instantly conform an object’s bounding box to the dimensions or coordinates of another target object.

β€’ Axis-Constrained 3D Snapping
  Implement snapping that allows users to click an axis and drag-snap from any vertex or edge without manually modifying the pivot point first.

β€’ Non-Destructive History/Parametric Stack
  Enable the ability to adjust parameters (like bevel radius) after they have been applied, matching the non-destructive workflows found in Blender or Fusion 360.

β€’ Simplified Character Rigging
  A built-in, automatic rigging system (Mixamo-style) and a physics-based animation solver (Cascadeur-style) for believable weight and inertia.


6. Scene Management and UI Polish
────────────────────────────────────────
β€’ Global Dynamics Control
  A dedicated “Disable/Enable All Dynamics” button and a visual caching status bar (blue bar) on the timeline indicating simulation caching (like Houdini).

β€’ In-Application Bug Warnings
  A system that highlights known issues directly in the UI to prevent users from troubleshooting version-specific bugs.

β€’ Enhanced Scene Organization
  Better visibility management, layer-based selection sets, and timeline colour-coding for complex multi-object shots.


7. Educational and Documentation Improvements
────────────────────────────────────────
β€’ Updated Help Files
  The community notes that current help documentation is often outdated or contains missing pages.

β€’ Structured Learning Path
  Create a comprehensive, official guide covering fundamentals to advanced workflows, rather than fragmented video tutorials.


I hope this summary provides a clear picture of the community’s priorities and the areas where future development could have the greatest impact. Addressing these pointsβ€”especially improving workflow speed and lowering the barrier to entry for learnersβ€”would not only be very well received by existing users but also strengthen Cinema 4D’s position for years to come.

Thanks again for the opportunity to submit our requests. I’ve included the full list of summarized suggestions below, and I’m sure the community would be excited to see if any of these make it into future releases. I’m also happy to discuss any of these points in more detail if helpful.

Best regards,

Dave


Full list of summarized suggestions:

β€’ Procedural ‘Match Size’ Modifier: Implement a tool similar to Houdini’s Match Size for procedural scaling and alignment, conforming an object’s bounding box to another target object or coordinates.

β€’ Vellum-Style Post-Process Modifier: A dedicated post-simulation modifier for cloth and soft bodies with procedural smoothing, weld-overlapping points, and thickness β€” non-destructive cleanup without re-simulating.

β€’ Comprehensive Cloth Preset Library: Real-world cloth presets (silk, denim, leather, jersey) in Simulation tags to reduce trial-and-error.

β€’ Integrated SDK-Aware AI Assistant: An internal AI trained on the Cinema 4D SDK and Python API to generate custom scripts on the fly, with a community “Share Tool” feature via the Asset Browser.

β€’ Live ‘Constraint-to-Component’ Parenting: A “Parent to Selection” command to parent objects directly to vertices, edges, or polygons without XPresso.

β€’ Universal Dynamics Toggle and Timeline Caching: A global Disable/Enable All Dynamics button plus a Houdini-style visual cache bar on the timeline.

β€’ Unified UV Pop-up Editor: Full UV toolset accessible directly from the Shift-click UVW Tag pop-up β€” no workspace switching for minor edits.

β€’ Configurable Redshift Render Info & Logs: Preference toggle or shortcut to permanently disable Status/Render Info overlays and suppress the Render Log pop-up.

β€’ Modernized Hair & Fur Engine: GPU-accelerated strand-based hair integrated with the Unified Simulation Framework, with useful presets.

β€’ Procedural UV Generation Nodes: Nodes to project, unwrap, and pack UVs in the Object Manager or Node Editor, updating automatically with geometry changes.

β€’ Curl Noise–Based Turbulence: Divergence-free curl noise turbulence for dynamics and deformers for natural swirling motion without volume loss.

β€’ Simplified ‘Black & White’ Field Mode: An After Effects-style grayscale layer mode for Fields to make complex masking more accessible.

β€’ Better Simulation Rest State / Activation: Cloth or Liquid should have an option where it doesnt activate until it’s touched or interacted with, currently this needs a lot of messing around and hacks. Liquid and Cloth should have an easy way to retain original shape instead of deforming straight away.

β€’ Vertex Map Caching: Direct caching of Vertex Maps (and texture-based mapping independent of subdivision) for better viewport performance.

β€’ In-Application Bug Warning System: UI highlights for known bugs (like new-feature highlights) and a stronger priority on fixing high-frequency everyday workflow bugs.

β€’ Easy Looping Generator: A non-destructive looping generator for animations and simulations with interval/blend controls; improved multi-Motion Clip editing.

β€’ Modernized Secondary Motion Workflow: Overhaul of bounce/overlap/smoothing (Track Modifier, Delay Effector) with better performance, stability, and caching.

β€’ Rebalance Focus Toward Core Workflows: Prioritize speed and reliability of core motion-graphics tools over adding more complex node systems.

β€’ Simplified Auto Character Rigging: Built-in Mixamo-style auto-rigging directly inside Cinema 4D.

β€’ Physics-Based Animation Solver (Cascadeur-Style): Apply a physics solver to existing keyframes to add weight, inertia, and follow-through while keeping creative control.

β€’ Lower the Barrier to Entry: A generous apprentice/learning edition or reduced pricing so students and beginners can access the software.

β€’ UV Improvements for Imported CAD Geometry: Better material mapping and UV tools for imported CAD files.

β€’ Improved Spline/Curve Workflow: NURBS-grade tangent control, G2 continuity, and predictable Loft seams.

β€’ Non-Destructive Parametric Modelling Stack: Ability to go back and change bevel radius or other operations without full rebuilds.

β€’ Procedural Texture/Material Workflow Overhaul: A first-class material workflow comparable to Houdini or Blender’s shader graph.

β€’ UV Workflow Overhaul: Better island packing with padding control, seam relaxation feedback, live 3D-to-UV sync β€” reducing reliance on RizomUV.

β€’ Complete Python API Documentation: Fill gaps and remove outdated references in the scripting docs.

β€’ Better Fields Promotion and Integration: More tutorials, tighter integration across deformers and materials.

β€’ Layer-Based Visibility with Save/Recall Selection Sets: Proper visibility management beyond Object Manager dots, with session-persistent selection sets.

β€’ New Intuitive Hair System: A reliable, easy-to-use hair system that doesn’t bug out.

β€’ Maintain Cinema 4D as the Most User-Friendly 3D App: Constantly simplify workflows to stay competitive against AI tools.

β€’ Auto-Rigging for Characters.

β€’ Particle System Overhaul (X-Particles parity or acquisition).

β€’ Pyro System Stability: Fix crashes on caching.

β€’ Built-in Performance Capture: Improved iPhone face/body capture with more frame rates.

β€’ Color-Coded Timeline Organization.

β€’ Indie/Freelancer Pricing Tier or Perpetual License Option.

β€’ Faster Saving with Animated FBX Files.

β€’ Update Hair Sims While Redshift Render View is Open.

β€’ GPU/CPU Profiler Per Object or Tag: Identify heavy elements without manually toggling them off.

β€’ More Intuitive Video Editor Layout: Audio visible in timeline, like Blender.

β€’ Separate Licensing for Cinema 4D and Red Giant/AE Plugins: Both machines usable simultaneously.

β€’ AI as a Structural Intelligence Layer: Clean retopology, adaptive polygon optimization, pre-render instability detection, intelligent solver tuning, smarter caches, context-aware node suggestions, adaptive rigging, automated LODs, true GPU-native acceleration.

β€’ Full Format Compatibility with Blender and other 3D software.

β€’ Fix Hair Driven by Vertex Maps: Placement and property animation via Hair Material.

β€’ Axis-Constrained 3D Snapping: Like Blender/Max, with rubber-band mode, no pivot workaround required.

β€’ Intel Arc GPU Support.

β€’ Smarter Parameter Management: AI that understands user intent instead of forcing endless slider tweaking.

β€’ AI Assistance for Materials, Lighting, and Scene Optimization.

β€’ Tools to Encourage Visual Diversity β€” avoid the homogenized Redshift default look.

β€’ GPU-Based Standard Render Engine.

β€’ Stronger Internal Maxon Ecosystem: Better image-to-3D workflows.

β€’ Non-Commercial Hobbyist License Under $200/Year.

β€’ Updated High-School–Friendly Training Content: Remake the 12 Principles of Animation series; remove the nude model from the Asset Browser.

β€’ Faster Interactive UV Unwrap: AI-assisted auto-seams, advanced packing, unified UV interface.

β€’ Updated Hair System Features: Alembic mesh support, grass distribution, force-field effects, braiding/grooming, rugs/carpets.

β€’ One-Click Global Simulation Disable.

β€’ Improved Viewport Performance for Dense Clone/Matrix Scenes.

β€’ Shadow-Catching Materials: As simple as Maya pre-2010.

β€’ Repeat-Last-Command Hotkey (like Maya “G”).

β€’ Native UV Toolset Comparable to RizomUV or Substance.

β€’ “Hide Light Shape from Reflections” Checkbox in Redshift.

β€’ Clearer OCIO Color Management Workflow.

β€’ Two Redshift Render Nodes Included Per License.

β€’ Easier OpenEXR Motion-Vector Preset.

β€’ Simpler Material ID Assignment in Redshift (not buried in node graph).

β€’ Lock Orthographic Views to Their Axis by Default.

β€’ Two Machines Per License (like Adobe), or at minimum render + AE simultaneously.

β€’ AI-Supported Logical UV Unwrapping Tool.

β€’ More Free Production-Ready Materials.

β€’ QuickLook-Style Mac Plugin for .c4d Files.

β€’ Better Team Rendering: Copy Octane-style approach; real-time renderer rivalling Unreal.

β€’ Native Integration of Core Greyscalegorilla Tools (Signal, etc.).

β€’ Flexible/Region-Friendly Pricing for Developing Countries and Self-Taught Users.

β€’ Automatic Settings/Asset Migration Between Cinema 4D Versions.

β€’ Use One License on Two Computers Simultaneously.

β€’ Automatic Render Restart After Crash or Forced Reboot.

β€’ Option to Disable Image-Sequence Checking on Save/Render Queue.

β€’ Redshift Support for MP4/MOV as Textures.

β€’ “Delete Duplicate Materials” Command in Redshift.

β€’ Fix the Knife Tool: Reliable edge intersection cutting.

β€’ Fix the New Boolean: Predictable results including zero-thickness objects.

β€’ Active Camera Selection in Viewport Menu (like 3ds Max).

β€’ Object Manager Commands: Select similar objects, select all instances, convert identical geometry to instances, sort objects by position/name/poly count.

β€’ Bring Back / Natively Integrate Py-Parametric Tools.

β€’ Non-Professional / Retiree / Hobbyist License Tier.

β€’ Particle-to-Particle Collision.

β€’ UV Context Projection Node Inside the Material Editor.

β€’ Set-Driver / Set-Driven Node Connections (like After Effects parenting).

β€’ Point Alignment and Distribution Tools (like Photoshop).

β€’ Smart Unified Spline Mask + Boolean (detect splines or objects; splines that cut polygons).

β€’ Automatic CAD-Style Guides and Measurement Display.

β€’ Automatic “Prepare for 3D Print” Mesher.

β€’ Built-in Cloud Render Farm with Subscription Credits.

β€’ Parametric Book Object (pages, thickness, paper flexibility).

β€’ Drops-to-Mesh Generator and Condensation Dynamics.

β€’ Better Liquid Simulations.

β€’ Spline Animation Tools like After Effects Shape Layer Path Options.

β€’ Dedicated Particle Render Object (separate from Redshift Object tag) for compositing.

β€’ Improved Snapping System (like 3ds Max or Rhino).

β€’ Fix / Update the Help File: Missing pages, outdated content, typos.

β€’ Context-Aware AI Assistant Inside Cinema 4D: Knows your current scene, node stack, and effectors to help troubleshoot.

β€’ Cut-and-Paste Paths Directly from Illustrator.

β€’ Even Distribution of Selected Objects Across Width (like Adobe).

β€’ Right-Click Tag Search Selects the Tag, Not Just the Parent.

β€’ Full Native Integration of Redshift (remove duplicate menus).

β€’ Fix Vectorworks Import: Instances and material errors.

β€’ Convert CPU-Only Redshift Render Nodes to GPU.

β€’ Timeline / Graph Editor Fine-Tuning.

β€’ Fix Multi-GPU Crashes (e.g. 4090 + 3090 together).

β€’ True SOLO Mode: Disables everything except selected objects.

β€’ Native RizomUV-Style UV Workflow and Tools.

β€’ Better Object Grouping/Ungrouping Controls.

β€’ Integrate the Best Modeling Tools and Gestures from Blender.

β€’ AI Render: Combine real 3D rendering with prompt-based materials.

β€’ Perpetual License Option at a Reasonable Price.

β€’ Free Bare-Bones Version.

β€’ Better USD/GLB Exporter with Multi-Animation Layer Support (independent of Take system).

β€’ Overhaul Sketch & Toon for Redshift/GPU Compatibility.

β€’ Export UVW Grid as PNG.

β€’ Isolate Object View When Only Root Null is Selected.

β€’ Bloom & Glare Pass in Redshift.

β€’ Folder Grouping in the Material Editor.

β€’ Easier Scripting/Plugin Creation for DIY Users (AI-assisted coding).

β€’ DWG Export.

β€’ Point-Cloud Import With Color.

β€’ Improved Developer Support for Plugins and Procedural Asset Creation.

β€’ Fix Crashes on RTX 40-Series Cards.

β€’ Fix Auto-Save Crashes.

β€’ Integrated AI Texture Generator: PBR seamless textures from text or reference images, full material set, one-click Redshift/Standard setup.

β€’ Fix Slow UV Packing for Many Islands Across Many Objects.

β€’ Customizable Measurement Box Size and Color in Tools.

β€’ Simple Named Render Mask Tag (instead of convoluted Puzzle Matte).

β€’ Native UDIM Support with Proper Viewport Display.

β€’ Lighter Volume Simulation Caches (like Houdini).

β€’ Enhanced Character Animation Tools: Face rigging, etc.

β€’ Modernized Python API for Large Studio Pipelines.

β€’ More Intuitive and Art-Directable Scene Nodes UI.

β€’ Do Not Lock All Maxon One Products When One Machine is Rendering.

β€’ “Bypass” / Pass-Through Switch on Nodes.

β€’ Shortcut to Mute Wires in Material Node Editor.

β€’ Fix XRef / File Linking System.

β€’ Improved Viewport Performance for Large Scenes During Playback.

β€’ Better UV Seam Cutting, Unwrapping Algorithms, and Multi-Mesh UV Editing.

β€’ Timeline Caching for All Simulation Systems (like Houdini).

β€’ Fix Long-Standing Asset Browser Database Disconnect Bug.

β€’ Animate UVs.

β€’ Import Time-Coded FBX from Mocap Sessions (respect high start frames).

β€’ Better Native Renaming Tool for the Object Manager.

β€’ Short, Searchable, Up-to-Date Tutorial Content.

β€’ More ArchViz Assets and Materials Included Natively.

β€’ Smarter Project Settings: Auto-read mesh dimensions.

β€’ Memory of Recently Used Folders for Saving and Rendering.

β€’ Searchable Tutorial Chapters and Descriptions.

β€’ Easier Cinema 4D to Unreal Engine Pipeline.

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