Joint
Basic Coord. Object Falloff Kinematics SymmetryJoint
In the current system, bones are no longer objects in their own right but are now simply the gaps between joints used as a visual aid belonging to the joints.
The new approach has many advantages. For example, character rigs are now fully scalable yet the joints are very flexible.
The character is deformed by a single deformer, the skin object. Joint object hierarchies can be placed completely independently in the scene hierarchy. In addition, you can use any type of Cinema 4D object, not just joints, to deform the mesh provided you assign a Weight tag to the object. Keep in mind, however, that only the joint object has special options for displaying bones and solving IK chains.