Asset Browser Menu
Create menu
Most of the following commands were previously contained in the Node Editor (prior to S24). Since assets are no longer restricted to Nodes, these commands have now been included in the Asset Browser.
General
Before you start creating assets (including category names, smart searches, keywords, etc.) you should consider which databases will be used to store these. You can save databases in preferences, the scene itself or in a custom path, for example.
Assuming you inadvertently save categories in a scene itself, i.e., you create a complete file structure and then notice that the work you did over the last 2 hours is gone when you open a new scene. Before you start to panic, first check to see if the corresponding database is linked.
At first glance, it’s not that easy to see which element that is displayed in the Asset Browser belongs to which database. This can be found out by looking under Database in the Info tab of the selected asset.
It also doesn’t make much sense to save a library that is several GB in size in a given scene.
Note also the description under Show Database.
Add to Database
For the following commands, if a category has been selected, the corresponding element will be placed into this category. Otherwise it will be placed in the category "Uncategorized”. The Preferences database will be used by default.
If you click on the cogwheel for one of the commands – before copying to the database – a dialog window will open in which you can define the name, version info, database and category of the asset to be added (exception: Add File to Database, for which a file selection dialog window will open).
Note that these commands can also be called up automatically if you place the respective elements into the Asset List via drag & drop. Materials can, for example, be dragged from the Material Manager, objects from the Object Manager and files from the Finder/Explorer.
Use this command to add the selected objects, including Child objects, textures, tags and user data to the database. If you are using Takes, the currently defined Take will be used, other Takes will not be included – this also applies to all subsequently described commands.
Use this command to add selected materials, including textures, to the database.
For multiple material selections, the material name will automatically be used as the asset name.
Use this command to add a file to the database. Even though any type of file can be added, it primarily makes sense to use types that can be read and loaded by Cinema 4D (scene files, images, videos, etc.).
Good to know: Cinema 4D knows if a give file is already in the database. A corresponding prompt will be displayed. This makes files that take up a lot of memory, are double (e.g., repeatedly-used HDRIs) a thing of the past.
Use this command to add the currently open scene in its entirety to the database.
Other commands
Insert Objects
If you load objects from the Asset Browser into Cinema 4D there are four ways in which Cinema 4D can store the objects in the Object Manager. Simply select the method that suits you best. Note that the original object must lie in the Object Manager when in Instance mode because instances can only refer to objects within the scene. This means that an object is created the first time it’s copied and instances will be created when the object is subsequently copied.
Create Category
Since category names are also assets internally, a dialog window will open when this command is called up in which you can define the name, database and category (a category within a category? Yes, category names can be saved in a category in the database).
Create Keyword
Since keywords are also assets internally, a dialog window will open when this command is called up in which you can define the keyword name and database. Details regarding keywords can be found here.
Create Smart Search
Since smart searches are also assets internally, a dialog window will open when this command is called up in which you can define the name, search character order and database. This works more intuitively via the search bar: By clicking on the arrow, all search operators will be suggested. You will also find the Save as Smart Search command that works in a similar fashion as here.
Details about search character order can be found here.
Import Assets
This command can be used to import assets that were exported using the commands described below. A dialog window will open in which you can define the database in which the imported assets should be saved.
Alternatively a Zip file can be imported by defining its path in the Preferences menu under Asset Browser/Databases.
Export Latest Version
This command can be used to export the selected asset in its latest version as a Zip file. The assets in this Zip file can be imported on other computers with the previous Import Assets command.
Export All Versions
This command can be used to export the selected asset with all its versions as a Zip file (see also Export Latest Version command).
Export Latest Version (Encrypted)
If you want to prevent the Material Node assets that were passed along to be converted back to a group – so its components can be viewed – use this export command. Note however that these cannot be encrypted again. Make sure you don’t delete the originals!
Edit menu
Copy to Database
Use this command to copy the selected assets to another database (a dialog window will open in which you can select a database or create a new one).
Move to Database
Use this command to move the selected assets to another database (a dialog window will open in which you can select a database or create a new one).
Note that assets from the Maxon database cannot be deleted and therefore cannot be moved.
Delete
Use this command to delete the selected assets. A confirmation prompt will appear before they can be deleted. Note that assets from the Maxon database cannot be deleted and therefore cannot be moved.
Download Selected
Use this command to download the selected assets – if they are not located on a Website. As previously mentioned, this command will be called up automatically if you implement the assets in a different way, e.g., if a material is dragged into a scene or if you double-click on an asset.
Stop Download
Use this command to stop a download of individual assets from a Website, e.g., if the download takes too long.
Uninstall Selected
If assets have been downloaded, the download icon will disappear, which means that the assets now lie on your hard drive. These assets can be deleted using this command – but can be downloaded again at any time.
Note also the Clear Downloaded command in the Preferences menu’s Asset Browser settings. This command can be used to delete all downloaded assets.
Recalculate Metadata
In the event that Maxon adds new metadata types (e.g., Normals information) and you have created numerous custom assets, this command can be used to read out and display the corresponding metadata for your custom assets.
Browser Preferences
Opens the Preferences menu to the Asset Browser settings.
View menu
Group by Type
Group by Category
Group by Creation Date
Group by Use Date
Group by Use Count
Here you can sort all displayed assets according to the categories above.
Show Unavailable
See Show Unavailable.
Other commands
In the Asset Browser’s context menus you will find several other commands that are not found in the Asset Browser menu. If these are not described elsewhere they are described here:
Clear Category
Use this command to delete categories you created yourself. Any assets contained in these categories will be dispersed to other categories, e.g., materials to the Material category, etc. If no fitting category can be found, Uncategorized will be used.
Load
Use this command to load selected assets into Cinema 4D.
Reveal in Browser
Reveal in New Browser
Use this command if you want to know where a selected asset lies (e.g., for a texture in the Dependencies tab). The category and the asset itself will be selected – depending on the command, in the same or in a new Asset Browser.
Export Selected Versions
Several versions of a given asset can be stored in the Versions tab. Use this command if you want to export the selected versions as a Zip file.
Rename
Use this command to rename custom assets (incl. keywords and categories).
Remove from Categories
Selected assets will be removed from their respective categories and placed in the Uncategorized category.
Delete
Deletes selected assets. This only works with custom created assets and not with Maxon assets.
Create Node
Selected Node assets will be loaded into the Node Editor.
Edit
Use this command to load custom Asset Nodes and edit them in the Node Editor.