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.

Add Objects to Database...

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.

Add Materials to Database...

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.

Add File to Database...

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.

Add Project to Database...

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!

Import Legacy Library (*.lib4d)...

In Cinema 4D R25, everything the Content Browser did is now done by the Asset Browser and the Content Browser was removed. If you created libraries using the Content Browser (*.lib4d files), these can be converted to the new database-supported Asset Broser using the Import Legacy Library command. These elements can then be found in the new Converted directory in the Asset Browserwith the same library structure.

When the command is executed, a database selection dialog window will open in which you can define the database in which all files of the legacy library should be saved. Details about databases can be found here.among other places.

Numerous medadata files (e.g., comments) will be taken over, others will be created automatically (e.g., image size) and others can be created manually to simplify future searches (e.g., keywords).

It's worth it to put in some additional effort when switching to asset-supported file management (e.g., meta tagging via keywords). Compared to the Content Browser, the Asset Browser offers much more comfortable methods for searching and finding assets.

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.

Reload Databases

Use this command if you want to reload a database, including all modifications, that's been used for quite a while and modified along the way. This way you don't have to first disable and then reload the database.

All databases listed under unter Databases in the Preferences menu will be reloaded.

Note that you can assign a hotkey to this command in the Command Manager.

Edit Palettes

Activate this command if you want to pull assets into a palette (after which you should deactivate it agein).

On the right are 4 assets placed as icons in a palette.

An Edit Palette command in the Asset Browser? Right, but now not only commands but also assets can be places into palettes. This includes all assets and even smart searches, presets, categories, etc. are also assets and can be dragged and dropped from the Asset Browser into palettes.

If you define a smart search, for example, (e.g., all wood materials that were created in the past 3 months) and would like to have the search results as an easily accessible icon in the left tool palette, simply drag the smart search to the respective location. Clicking on it will open a mini browser with all respective materials.

Tip:You can also assign custom icons to your assets (e.g., via the previously described smart search: see Preview.

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.

Simple Mode

This mode will switch the Asset Manager to a more simple mode (e.g., no category area or quick filter), which will only display the most important functions in addition to the assets.

This mode is designed to dock any number of Asset Browsers to the layout that each define often-used assets for quick selection. This is done as follows:

  1. Open the Asset Browser

  2. If, for example, you select a category or smart search, the respective assets will be displayed on the right.

  3. Click on the Undock a Copy icon at the top right..

  4. In the newly-created Asset Browser, switch to Simple Mode..

  5. Dock the window to the layout and save the layout.

Simple Mode has a search bar at the top that can be used to filter asset names. These can be enabled or disabled using the magnifying glass icon. Only the currently displayed category or smart search will be filtered.

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.