Cinema 4D / BodyPaint 3D Program Documentation Reference Cinema 4D Cinema 4D Prime Character Menu
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D


Options Symmetry Joints Weights Auto Weight Smoothing Display


In the following you will find a summary description of the Weight tool and the Weights Manager. Both descriptions contain many of the same parameters (furthermore, many Weight tool functions have migrated to the Weight Manager in Cinema 4D R12).

Please check the descriptions of both items if you cannot find a particular parameter or option.

Weight tool

The weight tool offers a wealth of powerful new functions that reach far beyond the task of painting weights.

The weight tool allows you to paint detailed weighting for objects that are assigned to Weight tags on the Joints tab. As mentioned in the Weight tag section, this works for any type of object. But for the sake of simplicity, the following text focuses on painting weights for joint objects.

The Weight tool can be accessed quickly by double-clicking on the Weight tag.

Weights Manager...

The Weights Manager contains options that were previously available within the Weight tool, with enhanced workflow and additional options. Its purpose is to allow you to work with a full spreadsheet of weights, displaying what Joint affects which point of which object at a glance.

From there, you can easily see and manipulate the influences based on each point of the mesh, by selecting and using the points/edge and polygon selection tools more efficiently without having to switch between the Selection tools and the Weight tool.

All auto weighting and weight manipulation can be done directly from this manager, some functionalities being duplicated between the Weight Manager and Weight Tool for easier access.

The Weights Manager can be opened quickly by holding the Shift key and double-clicking on a Weight tag.

File Menu

Load Weights...

This command can be used to load previously saved weights from an external text file and apply them to the currently selected object.

The procedure is simple: Make sure that the object or one of the Joints is selected in the Weight Manager. Then call up the Load Weights command to apply the weights to this joint hierarchy.

Load Options

Click on the icon at the right of the command to make the following options available.

Match Joint Names

If enabled, only weights from joints that have the same name as in the text file will be loaded. This lets joints be excluded, if desired (joints, whose names are not contained in the text file will be ignored). Furthermore, weights from hierarchies that don’t match can be transferred.

Matching names only apply to joint objects. Normal objects that are used as joints will be handled according to their order in the Object Manager (from top to bottom). This means that you have to have the matching hierarchies available if you want to use this method to transfer weights between two objects.

Save Weights...

Use this command to save the joint weights for the currently selected object to a text file. This command can be used to quickly switch weights between two characters without having to do so using copy and paste (in the Weights Manager).

The name (object, Weight tat, joints/object, etc.) and weight value for each point will be saved to the text file.

To save weight information in a text file, simply select the object or its joints in the Weight Manager and call up the Save Weights command. A dialog window will open in which you can select the location to which the file should be saved.

Save Options

Click on the icon at the right of the command to make the following option available.

Zero Weights

If enabled, joints/objects with no weights will also be saved in the text file. This is the method that is most often used because the correct weight transfer between joint/object hierarchies always exists. If disabled, the file will be smaller and less complex. This can be useful if you want to edit the text file manually.