Cinema 4D Cinema 4D Prime Create Menu Generators Sweep object
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D
Sweep Object

Basic Coord. Object Caps

Caps and Rounding


Change the rounding at the start of the Generator object. If you set Cap And Rounding for start, you can set the following parameters:

Change the rounding at the end of the Generator object. If you set Cap And Rounding for End, you can set the following parameters:

Steps [1..100]

Here you enter the number of subdivisions for the rounding at the start of the object.

Radius [0..+∞m]

Determines the radius of the rounding at the start of the object.

The following applies to Sweep objects: When using different Start and End Radius values, note that if the Start Growth value is animated, the Start Radius will only be reached if its value is set to 0%. Otherwise the radius will align itself to that of the the opposing end of the Sweep object.

Steps [1..100]

The number of subdivisions for the rounding at the end of the object.

Radius [0..+∞m]

The radius of the rounding at the end of the object.

For Sweep object: If the start and end radius values are different, note that the value defined for an animated Start Growth parameter can only be achieved if the end radius is set to 100%. Otherwise, its value will approach that of the opposite end of the Sweep object the nearer it gets.

Fillet Type

Choose the shape of the rounding from this drop-down list. When the constrained mode is active, all fillet types except the Engraved type extend the length of the extrusion of the Generator object.

1. 1 Step 2. 2 Steps 3. Engraved 4. Linear 5. Convex 6. Concave 7. Half Circle

Phong Angle [0..180°]

Defines the Phong angle (see also Phong-Tag) of the fillet, i.e., the angle to which adjacent edges will be rounded. If the Make Editable command is executed, corresponding Phong tags will be generated.

Hull Inwards
Hole Inwards

The examples below demonstrate rounding inwards and rounding outwards. Hole Inwards refers to hole segments — it is ignored if the spline has no hole segments.


This setting determines whether the object’s dimensions are preserved or whether the object should be inflated by the rounding.

The thick line represents the initial spline

Keep the following in mind when rounding with the Constrain option enabled. The pictures below demonstrate this issue. The top picture shows the initial contour. Rounding the contour with a small radius produces the desired result (center picture). The final picture shows what happens if the rounding is set too high. Cinema 4D cannot detect inappropriate settings for you in this case. It is up to you to use a sensible rounding radius. Rounding objects by inflating them always works, although it does increase the size of the hull.

Create Single Object

Caps surface and rounding can be created as separate objects (option disabled; this will be evident when the Generator object is made editable) or as a joined, single and optimized object (option enabled; with saved polygon selection for rounding and caps surfaces). The latter, for example, removes the Phong edges, which are otherwise present.

Rounding UVW Keep Shape

Left, Rounding UVW Keep Shape disabled, right enabled.

If this option is enabled, the rounding and the caps surface will create a common UV island (with the introduction of R16, useful UV coordinates can be generated for caps surface and roundings).


Use this setting to define if the caps should consist of triangles, quads or n-gons.

Regular Grid
Width [0.01..+∞m]

This option is especially useful if you intend to use deformation objects. If enabled the surface will not be built out of long triangles but out of regularly-spaced quadrangles whose size you can enter into the Width box.

Initially there appears to be no difference at all between the enabled and disabled option when you render or shade. However, if you disable the option and deform the spline so that it is no longer planar, artifacts will appear on the surface. The long triangles are now visible.

You can reduce the artifacts by enabling the option. Although triangles will still be created at the edge, the quadrangles become smaller the more subdivisions you use, leading to fewer triangles.