--- title: "HUD" url: "https://help.maxon.net/c4d/en-us/Content/html/5593.html" section_path: "Views and Viewports > HUD" description: "In the following scene, you can experiment with what you can do with the HUD:" --- # HUD ![Image: 003243.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003243.jpg)\ You can record keys directly in the HUD using the circles next to the parameter names. You can drag the Frame element (bottom right) to move forwards or backwards through the animation. In the following scene, you can experiment with what you can do with the HUD: [![Image: halvar.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/halvar.png)](https://help.maxon.net/c4d/en-us/Content/Resources/Scenes/2026-2_HUD_01_.c4d) The term **Head-Up Display** (HUD) has its origins in aviation. In an aircraft, the HUD refers to the projection of readings onto a windscreen that enables the pilot to see them without looking down. The HUD does a similar job in Cinema 4D, displaying parameters directly in the view, where you can also edit or animate them. The HUD can display four types of information: - Object parameters. You can add any object parameters displayed in the **Attribute Manager** to the HUD. You can adjust these parameters directly in the HUD with real-time optical feedback (drag the value). You can also record keys directly in the HUD. - General information. You can instruct the HUD to display a variety of general information, such as how far away the active object is from the camera, the number of points that are selected, the currently active tool and so on. - Objects can be dragged directly into the editor view from the **Object Manager**. A HUD element including all icons will be created for help in selecting corresponding elements. - Commands can be dragged directly from the [Command Manager](https://help.maxon.net/c4d/en-us/Content/html/5224.html.md) into the HUD. You can switch the HUD on and off in the [Viewport menu](https://help.maxon.net/c4d/en-us/Content/html/DBASEDRAW.html.md) on the Filter page. To open the view-port settings, on the view's menu, choose **Options / Configure**. HUD elements can also be included in rendered pictures and animations — in the render settings, on the Options page, enable [Render HUD](https://help.maxon.net/c4d/en-us/Content/html/DRENDERSETTINGS-RDATA_GROUP_OPTIONS.html.md). ## Tool hints and frequently used tools 2027 ![Screenshots of the Cinema 4D UI with an activated tool and its tooltip options.](https://help.maxon.net/c4d/en-us/Content/Resources/Images/2027-0_UI_Tooltips_01.png) Additional tool hints in the HUD of the viewport. When the **HUD** is active in the viewport (see Filter menu of the viewport), the active tool (see item 1) is also displayed on the left edge of the HUD (see item 2). To the left and right of this HUD element for the active tool are small arrows that can be expanded by clicking on them. The left context menu (see item 3) lists all the keyboard and mouse shortcuts available for the corresponding tool. For advanced users, these keyboard shortcuts are often more convenient and faster to use than accessing the tool’s options in the *Attribute Manager*. In some cases, there are also functions available there that can only be accessed via keyboard shortcuts. For more information on all of a tool’s options, see the descriptions of the respective functions here in the documentation. Finally, the right-click context menu lists the most recently used functions and tools, allowing you to switch directly between frequently used tools by clicking an entry (see section 4). This is helpful if you haven’t yet memorized all the keyboard shortcuts for accessing the functions. > **Note:** The display of the active tool can also be configured separately for the HUD elements in the views. To do this, open the **Configure** command from the View menu of the respective view, or select **Configure All** if you want to configure the HUD settings for all views at once. In the *HUD* tab, you'll find all the display options, including the **Active Tool** option. > **Tip:** **For Developers:** > > If you develop your own tools as plugins, you can also define such tool hints and have them displayed for your tools. To do this, you need to define three different files.\ > Tool hints are defined within tow file, resource .res file and the localized string .str file. > > Inside the resource file each hint is defined by a line consisting of following components: > > - A collection of modifier keys > - The used mouse button > - An ID used to identify the hint and assign it to a string > - Optionally a collection of modes to be restricted or excluded from the hint > > Options for Modifier Keys: > > - NONE > - SHIFT > - CTRL > - ALT > - ESC > > Options for Mouse Buttons: > > - LEFT > - RIGHT > - MIDDLE > > RESTRICT modes for the tool: > > - Mmodel > - Mobject > - Mpolygons > - Medges > - Mpoints > > EXCLUDE modes for the tool: > > - Mmodel > - Mobject > - Mpolygons > - Medges > - Mpoints > > The resource would be structured like this: > > > **Note:** ``` > > TOOLHINTS > > { > > Tool ID > > { > > {Modifier Key, Modifier Key, ...}, > > Mouse Button, > > Hint ID, > > (optional) RESTRICT {Mode}, > > EXCLUDE {Mode}; > > } > > } > > ``` > > A specific example of a tool's resource file might look something like this: > > > **Note:** ``` > > TOOLHINTS > > { > > 200000088 // Example Tool > > { > > { NONE }, LEFT, IDS_EXAMPLE_HINT_1; > > { SHIFT }, LEFT, IDS_EXAMPLE_HINT_2; > > { CTRL }, RIGHT, IDS_EXAMPLE_HINT_3; > > { CTRL, SHIFT, ALT }, MIDDLE, IDS_EXAMPLE_HINT_4; > > { NONE }, LEFT, IDS_EXAMPLE_HINT_ONLY_EDGES_AND_POLYGONS, > > RESTRICT > > { > > Medges, > > Mpolygons > > }; > > { NONE }, LEFT, IDS_EXAMPLE_HINT_NOT_IN_EDGE_MODE, > > EXCLUDE > > { > > Medges > > }; > > } > > } > > ``` > > Strings are defined in a simple list with the hint ID followed by the localized string.\ > Here an example: > > > **Note:** ``` > > STRINGTABLE > > { > > // Brush Selection > > IDS_BRUSH_SELECTION_HINT_SELECT "Brush selection"; > > IDS_BRUSH_SELECTION_HINT_ADD "Adds to the selection"; > > } > > ``` ## Using the HUD ### Object parameters ![Image: 003244.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003244.jpg) To add object parameters to the HUD: - In the **Attribute Manager**, select the parameters. (To select all the parameters, choose **Select All** from the context menu). - Right-click (Windows) or Command-click (Mac OS) one of the selected parameters and choose **Add To HUD** from the context menu. - Individual parameters can also be placed directly into the HUD via drag & drop. You can adjust the parameters directly in the HUD. Click-drag a parameter to adjust its value. In the case of parameters that have drop-down menus, click the parameter to open its menu. Options that have two states (on and off) are colored light blue when *on* — click an option to toggle its state. You can also record animation keys directly in the HUD. This works in the same way as recording parameters in the **Attribute Manager**: To record a key, `Ctrl/Cmd`+click the parameter's circle. `Shift`+click again to remove the key. `Ctrl/Cmd`+`Shift`+click the circle to delete the parameter's track including any keys assigned to it. You can choose to display the same parameter multiple times in the view if you wish. You can use the following keys in the HUD: - `Shift`+click to multiple select HUD elements. Selected HUD elements are highlighted with yellow boxes. - Double-click on a HUD element (name or value) to open a text box that allows you to enter a new name or value for the element. - `Ctrl`-drag to move a HUD element. ### Selection assistance This serves as a selection aid. In addition, you can assign a custom Cinema 4D command that will be executed as soon as you click on this HUD element in the viewport. To do this, right-click on it and select the “Activate” option under “Action” in the context menu that appears. Then select the appropriate command (see below for further details). For character animators, this is an especially effective way of working since most of the [Visual Selector's](https://help.maxon.net/c4d/en-us/Content/html/TCAVS.html.md) functions can be integrated into the HUD. > **Tip:** Tip:Double-click the Selection Object to select all child objects ### General information The HUD tab in the Viewport settings allows you to choose which types of information will be displayed in the HUD. To access the Viewport settings, from the Viewport's menu, choose Edit / *Configure*. You can change some of the general information parameters directly in the view. To do this, double-click the parameter (while simultaneously pressing the `Ctrl`-key) and enter a new value into the text box that appears. ## HUD Settings ![Image: 003246.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/003246.jpg) Right-click (Windows) or Command-click (macOS) on a HUD element to access the following settings (the settings that appear may differ depending on which type of element you clicked on): ### Show These settings primarily control when an object's HUD elements will be displayed: **Object Active**: when the object is active. **Same Active**: when any object of the same type is selected. For example, a light's HUD elements will be displayed when you activate any light in the scene. This allows you to adjust the parameters of multiple objects — such as the brightness of multiple lights — using a single HUD element. **Parent Active**: if any object higher up in the same hierarchy chain or the object itself is active. **Chain Active**: if any object in the hierarchy or the object itself chain is active. **Always**: always. **Parameter Active**, **Set Parameter**: These settings can be used to show or hide individual HUD elements using check boxes (see below for value fields) in the **Attribute Manager** (but only for the corresponding object, tag or tool, i.e., you cannot use a sphere's HUD setting to affect a cube). Select the **Set Parameter** command for the given HUD element and enter the exact option name in the text field, making sure upper and lower case match. Example: ![Image: 036197.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/036197.jpg)\ Using this check box, the **Motion Camera** option in the HUD group can be hidden or unhidden. Value fields can also be used instead of check boxes. A value 0 will hide the HUD element. If you want to reverse the effect for a value field or check box simply place a ~ (tilde) at the beginning of the text field (e.g., ~Motion Camera for the example above). This function can be enabled or disabled using the **Parameter Active** option. **Lock To View**: The respective HUD element will only appear in the Viewport in which you have defined this option. **Render**: in the rendered image (provided that Render HUD is enabled in the render settings, on the Options page). ### Display **Object:** Displays the object name in front of each parameter. **Name:** Displays the parameter name (original object name + your entry). **Widget**: Displays a triangle that you can click to open or close parameter groups. In the case of individual sliders, the triangle displays or hides the slider. **Frame**: Displays a frame around the parameter group. **Key**: Displays the circles that allow you to record animation keys for parameters. **Icon**: Hides or displays a parameter's or HUD element's icon. **Auto Fold**: ![Image: 014370.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/014370.jpg) If this option is enabled (done individually per HUD element), an element can be folded (closed) or unfolded (displayed in full) by placing the cursor over the small triangle to the right of the element's name. When the element is deselected it will automatically fold. **Color**: This option contains a menu with additional options for giving an element a unique color. Separate colors can be assigned to the text, background and frame. The **Reset to Defaults** option will do the obvious. **Open Icon**: When an object is dragged directly into the editor view from the **Object Manager** a HUD element will be displayed. The object's icon will also be displayed. This object icon can be replaced with your own custom icon. All image formats that Cinema 4D can read can be used. Any alpha channels in the image will be applied. Make sure the image path is relative (with regard to the scene file). This means that the images should lie within the respective scene's directory. **Icon Size**: You can select from; **Small**; **Medium**; **Large**; **Original** (exact size in pixels as the original image); **Fit** (fit to text line height). ### Action The following commands only affect the aforementioned selection assistants (as well as the objects dragged & dropped into the editor view from the **Object Manager**). Use this option to define with Cinema 4D command should be executed or which mode should be switched to when the option is selected. **Enable**: Defines whether or not a command should be executed when the HUD element is clicked on. If this option is not enabled the corresponding object will merely be selected. **Move, Scale, Rotate**: Clicking on this selection assistant will call up the corresponding tool. **Command**: When this selection assistant is clicked, a Cinema 4D command (or script) of your choosing will be executed in addition to the element being selected. Refer to the [Command Manager](https://help.maxon.net/c4d/en-us/Content/html/5224.html.md) for available command IDs (enter the ID-number into the **ID** field): ![Image: 014371.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/014371.jpg) In addition to commands, scripts can also be executed. Simply enter the name of the script that should be executed: ![Image: 014372.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/014372.jpg) ### Symbol If a HUD element has been defined with **2D Vector Field**, the **Symbol** menu will be made available, from which you can select the shape of the small cross. ### Slider These options control the look of the slider. ### Layout Here you will find numerous options that control the arrangement of multiple selected parameters within a parameter group. ### Group Remove Removes the selected parameter from a HUD group. This parameter will then be treated as a separate HUD element. ### Remove Removes the selected elements from the HUD. ### Show Attribute Displays the attributes of the object to which the parameter belongs in the **Attribute Manager**. ### Reset to Default Sets the parameter on which was right-clicked (can also be a multiple selection) back to the object's original state, i.e., the state of the object when it was created. ### Animation Here you will find the same commands that you know from the Attribute Manager's [Animation](https://help.maxon.net/c4d/en-us/Content/html/5822.html.md) context menu. The HUD can, for example, be used to create keyframes, delete Tracks and move back-and-forth between keyframes. ### Other For individual parameters, not located in a parameter group, the following three options are available: **Absolute**: If you have added a parameter group to the HUD, this option will determine if the distance between the parameters should remain the same (option disabled) or change proportionally (option enabled) during scaling. **Rename**: If the Display | Name option is enabled, the HUD name can be changed here (naming in addition to the object name). **Follow**: Locks the HUD element relative to the object's position, i.e., the HUD element will move with the object. **Vertical**: Rotates the HUD element by 90° counterclockwise. ## A brief description of how to create a HUD command group containing the Animation Toolbar's playback options: ![Image: 018415.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/018415.jpg) - Open the [Customize Commands Manger](https://help.maxon.net/c4d/en-us/Content/html/5224.html.md) and activate the **Edit Palettes** option. Drag the icons from the palette, or the commands from the Command Manager, into the editor view (for the latter the **Edit Palettes** command must not be active). - Deactivate the **Edit Palette** command and select all HUD commands using the `Shift` key. Once all are selected, right-click on one of them and select **Make Group**. - If only the icons should be displayed, select all commands again and right-click again. Select the option **Display / Object**. Now only each command's respective icon will be displayed. The icons can be arranged within the group window by pressing the Ctrl-key and moving them to the desired location. The same menu also offers options for removing the group name or the arrow with which the group is opened and closed, etc. **Refresh**: Choose this command if you notice a discrepancy between the display in the **Attribute Manager** and the display in the HUD. **Rename:** If the Display |Name option is enabled, the HUD name can be changed (original object name + your new entry). **Make Group**: A group can be made of several commands selected in the editor view (i.e. commands dragged into the editor view from the **Command** or **Object Managers**, respectively).