Reference Cinema 4D Additional Functions Virtual Walkthrough Collision Orbit
Function available in CINEMA 4D Visualize, Studio

Options Record Movement HUD Display


Project Size Range

Use this menu to define the value range for the underlying Distance setting. This is necessary since the sizes of objects in an imported scene can vary greatly (otherwise Distance would have to be set to a value range of, for example, 0 – 100,000 which would make working with this option very difficult).

Distance [0.1..100000]

Use this setting to define the distance from the camera to a collision point. If the camera’s path of view intersects an obstacle the camera will avoid that obstacle in a radial movement in order to maintain the defined distance from that obstacle.

The speed of this radial movement is defined using the Smooth setting.

Speed Ratio [0.1..10]

Use this setting to define the speed with which the camera will travel as it orbits the object. The greater the value, the greater the velocity (without having to increase the speed of movement of the mouse).

Smoothing [0.1..100%]

Use Smooth if the camera’s center path of view intersects with an obstacle. Smooth defines how quickly the camera will move to avoid that obstacle in order to return to the distance defined by the Distance setting. Lower values will result in a slower, smoother movement. Larger values will result in more erratic movement.

Lock Pitch Angle

Activate this option if you want to orbit along a horizontal plane. Deactivate this option to again be able to orbit vertically. Note that the feared Gimbal Lock will occur if the angle is set to +90° or -90° (which will result in very erratic camera movement).

Limit Orbit to 360 Degrees

If this option is active you will only be able to orbit clockwise once around an object. As soon as the orbit has been completed the movement will stop – no matter how much you move your mouse. This option is useful if only a single orbit around an object is required. Activate the Lock Pitch Angle option to achieve a beautiful horizontal orbit around your object.

Use Bounding Boxes for Collision Detection

Collision detection can be calculated based either on an object’s original geometry (option deactivated) or on its (virtual) bounding box. The bounding box is a cube that represents the maximum outer dimensions of a given object (height, width, length). Bounding box collision detection is good for use with convoluted objects and hectic camera movements, which will be kept to a minimum with Bounding box collision detection.