Reference Cinema 4D Basic Features Character Menu CMotion
Function available in CINEMA 4D Studio

Basic Coord. Object Pose Route Steps


The Steps tab is used to generate special Null Objects for the steps. This is intended for small parts of the walk, to manually adjust each step individually. For example, it could be used if your character needs to climb a small set of stairs at one point during the animation, allowing you to place and animate each step and hub precisely for that sequence.

Keep in mind that only the position of the steps is taken into consideration.


This option determines what you want to generate.


A Null object will be generated for each footstep.


A Null Object will be generated for each cycle of the Hubs.

Steps & Hubs

This mode will generate Null Objects both steps and hubs.

Generated Null Objects will automatically take the color of their respective objects, if these objects are colored using the Display Color parameter.


Use this option to set how many steps should be generated.


Will generate as many steps as the maximum frame range of your project, or the frame range set in the "Basic" tab, Animation section.


Will generate two sets of steps at the position defined by the current frame.


Will generate a specified number of steps (beginning 1 step prior to the actual starting point).

Count [0..10000]

Sets the number of steps to generate if the Step mode is set to Custom.

Create Steps

Click this button to generate the steps objects. If you are generating many steps, this could take some time depending on your machine, so you can check its progress in the status bar, in the lower left corner of CINEMA4D's interface.

You can cancel the process at any time by pressing the Esc key.


When pressing the Create Steps button, the group of steps created will all be grouped under a root Null Object (named "CMotion Steps" by default). The group will be automatically placed here after generating the steps, but you can also Drag & drop and animate different groups of steps that you have previously generated in this link slot. Using this method, you can focus on certain parts of the walk that you would like to manually edit.

You can animate the steps themselves, but more importantly the Steps link too, allowing you to animate which set of generated steps will taken over at any given time during the animation. That way, you can generate small sets of steps to edit certain parts of the walk, and override the steps precisely when needed.

Keep in mind that steps need to interpolate between the generated and dynamic steps, so make sure you animate the link slot properly to give the walk enough time to interpolate between those.

Weight [0..100%]

Use this option to define the amount of influence the generated steps will have over the dynamically generated steps. 0% means the generated steps won't affect the character at all. 100% means that you have complete control of the character steps if you edit the generated steps.

In this example, some steps have been generated for this part of the walk. Then, one of the steps as been edited, so that the Trex could step onto the cube. Once this done, the Trex walk resumes to a straight line. All interpolations between these steps are done automatically.