Reference Cinema 4D Cinema 4D Prime Character Menu Joint
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D

Basic Coord. Object Falloff Kinematics Symmetry



Joints can now have a falloff shape that will determine their weights on the mesh they influence. This is a great way to weight a joint to a mesh without actually painting its weights manually, or as a starting point without having to resort to auto weighting.

Another advantage is also that, with falloff, the weighting can be made dynamic, meaning that you can at any time change falloff types, shape and size, and even animate these changes over time.

When no falloff is used, you have to either paint the joints influences manually, or use the auto weighting to assign weights.

In this picture, each joint has a falloff affecting the mesh. By overlapping each falloff, we can achieve nice deformations. When multiple falloffs overlap, the weighting is normalized automatically to spread the influences between each joints.

For the falloff to influence a mesh, you will still need to add a Weight tag to it, and assign joints to that Weight tag. If you use the Bind command or have existing weights applied to your mesh, you will need to clear them first.

Keep in mind that falloff weights can't be normalized with manually painted weights until they are baked.

So, make sure you bake any joint falloff if you notice mesh deformations that seem out of the ordinary (because weights not normalized = points total weights above or below 100% = points moving erratically).

You can bake joint falloffs by using the Weight manager, selecting the joints to bake and clicking the Bake Effectors button. Once done, the falloff options of each joint will be switched to None, and each joint will have its weights baked to the Weight tag, allowing you to edit them with the Weight Tool.


Everywhere an effect has a spatial expanse it can be helpful to have it begin either abruptly or incrementally when elements enter its field of influence (in the following referred to as "field of influence"). With exception of the shape of this field, this is exactly what the parameters in the Falloff tab do.

Falloff effects can affect the following elements:

Don’t let it bother you that most of the following examples were created using MoGraph Effectors. This way the mode of operation of the Falloff parameter can be better demonstrated, e.g., using Particles.

Contrary to the MoGraph Effectors for which, for example, the falloff effect takes place on deminishing clone expansion and position, the falloff effect for particle modifiers affects the force field, and for deformers it affects the deminishing movement of object points.

The falloff of a spherical MoGraph Effector. The actual falloff begins outside of the red radii.

The range of an Effector’s field of influence is displayed using the following colors:

Example: MoGraph Effector

If you animate an Effector to pass through a group of clones, the falloff settings can be used to create soft transitions between areas not affected by the Effector and areas affected by the Effector.

An animated Effector with properly adjusted falloff settings results in a uniform displacement as it passes through a group of clones.


Clockwise from the top left: Box, Sphere, Cylinder, Linear, Source (spline), Source (particle).

The Shape defines the shape the field of influence will have.

You can select from the following:


No falloff will be applied to the strength of the field of influence. The Effector will affect the entire scene with full strength.

Box, Sphere, Cylinder, Cone, Torus

The corresponding shape will result.


This option only affects the Joint object. If None is selected, the Joint object will have no falloff.


Falloff will take place along the field of influence’s Z length. The following applies: Full strength in the negative Z direction, no strength in the positive Z direction.


Basically Splines, particles or polygonal objects can be used and the effect will take place within a certain distance surrounding the spline or particle (or around the object points in the case of polygonal objects). See for details.


Inverts the falloff. Regions with a maximum effect will be given a minimum effect and vice-versa.


Use this setting to turn the field of influence visible radius on or off.

Weight [-∞..+∞%]

This parameter is not available for all object types (e.g., particle modifiers).

This value represents a general multiplier for falloff, which is not restricted to the falloff expansion, i.e., the Effector’s effect can be expanded or restricted via the Effector limits in the Viewport. This parameter is important when used in conjunction with the clone weight. As soon as the Effector should exclusively affect clones, Weight must be set to 0 (more information regarding clone weight can be found here: Weight Transform).

If the values defined exceed 100%, clones outside of the Effector will also be affected accordingly.

Size [XYZ m]

Use this setting to define the three-dimensional size of the field of influence.

Sample Distance

Example of a MoGraph falloff with a Spline. Left: lower Sample Distance value; center: higher Sample Distance value; right: Sample Distance with Particles.

This value defines the radius of a volumetric space around each object (Particle, Spline, Clone, object point). The field of influence affects this space and the Clones within it.


Drag the object with which the field of influence should be defined into this field. Currently one of the following can be used:

Sample Detail

For Splines: Sample Detail defines the accuracy with which the sample points will emulate the shape of the Spline. Very large values will take longer to calculate but will replicate the shape of the spline exactly.

Offset [XYZ m]

This is where you can define the modifier’s offset in the X, Y and Z directions. This is important for the fields of influence (primarily the particle modifiers), which work towards a center point, as is the case with the Attractor, for example. The field of influence will then work towards this center point (which may have been moved via Offset).


Some Shape options include this parameter, which lets you define the direction in which the field of influence should be directed with regard to the (force field’s) object axis.

Slice [0..360°]

With almost any rotational symmetrical fields of influence you will only be able to include a segment (piece of the pie) of the given object between  and 360°.

Radius [0..100%]

When Shape is set to Torus, this setting lets you define the radius.

Scale [-∞..+∞%]

Use this setting to scale the entire field of influence (careful: only useful Shape settings such as Sphere, Cube, Cylinder, etc. will have an effect), including falloff and the corresponding radii.

Falloff [0..100%]

MoGraph falloff Example: An increasing Falloffvalue from left to right.

Use the Falloff setting to define the radius (red) within which falloff should have an effect. The field of influence will be full strength ranging from its center to this (red) radius. The field of influence will fall off to zero from the red radius to the yellow radius (Scale).

If Falloff is set to zero, the field of influence’s strength (with the exception of the Falloff function, Step). will be full strength within its overall size (yellow radius: Scale). If Falloff is set to maximum, a transition, that can be adjusted via the Falloff function, from the field of influence’s center (max) to its overall size (Scale(min)) will take place.

Spherical Falloff
Outer Radius [0..+∞m]

These parameters are only available for reasons of compatibility when scenes created in previous versions of Cinema 4D are merged. Both parameters will be set accordingly to ensure the same effect is achieved as in the original scene.

Falloff Function

Here you can define exactly how the falloff should take place.

Various Falloff settings and their respective effect.


Normally, the falloff value lies between 0 and 1. This setting is acceptable for most areas of use: Let’s say you set an Effector’s P.Y value to 200m. The strength of its effect is strongest at its center so the Clone will be located at P.Y=200m. There are times, though, when you want to define larger values, independent of the Falloff value. To do so, deactivate the option and the resulting effect within the effective falloff will be increased dramatically.

Using this method, you can create interesting controlled explosions:


You can custom-define a falloff using this spline curve. Define the falloff that will take place between the red (falloff begin) and yellow (max. effect range) radii.

How to use this graph is explained here.

Spline Animation Speed [-100..100%]

If the falloff you defined using the spline curve should take place over time, enter a value greater than 0 here. A value of 100% represents a one-second cycle.


When in Capsule mode these sliders can be used to define the capsule’s top and bottom radii.