MAXON Unveils CINEMA 4D Release 13


Next Generation Simplifies Character Animation, Adds Stereographic Capabilities and Physical Rendering.

              [[img][/img]](,  MAXON announced CINEMA 4D Release 13, the next generation of its  industry- leading 3D motion graphics, visual effects, painting, and  rendering software application. With all new character tools, integrated  stereographic capabilities, stream-lined multi-artist collaboration and  physical rendering, CINEMA 4D Release 13 builds on the company’s  25-year legacy of enabling digital content creators around the world to  produce highly engaging content quickly and easily for a variety of  industries.

As MAXON commemorates its 25-year anniversary and its most successful year to date in 2010, Harald Egel, MAXON founder and CEO, observes that today’s work environments are marked increasingly by designers creating content in remote locations, working on various platforms and production pipelines, as well as producing more 3D stereoscopic material.

"CINEMA 4D R13 is supercharged with numerous productivity enhancements that cater to the multi-collaboration challenges our customers face every day,” Harald Egel states. “Artists interested in expanding their capabilities will love the new character tools. And, of course, the physical renderer with stereoscopic functionality is incredibly important as the new way to deliver immersive entertainment.”

Key Highlights of CINEMA 4D Release 13:
MAXON offers four versions of CINEMA 4D, each catering to the needs of 3D artists in different industries. NOTE: The features listed below may not be included in every configuration.

New and Enhanced Rendering Engine
Digital artists are constantly striving to improve the quality of their images. This new version gives CINEMA 4D users a bundle of new tools to aid in achieving the realism they crave.

[li]Physically-Accurate Rendering: Creating photorealistic images is easier than ever with the new physical render engine. Based on real camera properties, this additional render engine accurately calculates 3D motion blur, depth of field and lens distortion based on the focal length, aperture and shutter speed of the camera.[/li][li]Efficient Subsurface Scattering: Now users can efficiently create translucent materials such as milk, skin and wax with a new subsurface scattering shader included with both the new Physical Render and CINEMA 4D’s standard render engines.[/li][li]Shared Image Sampler: Saves tons of render time by combining sampling for multiple effects such as motion blur, depth of field, area shadows, ambient occlusion and blurry reflections. Sample options allow users to specify a fixed number of samples, apply an adaptive number of samples based on the geometry and shading complexity, or progressively render each frame within a given number of passes or amount of time.[/li][li]New Anti-Aliasing Filters: Users can now achieve higher quality anti-aliasing using the Mitchell and Gauss algorithms.[/li][/ul]Stereoscopic 3D Workflow
Stereoscopic capabilities are supported throughout R13 to provide a dependable solution and fluid workflow for generating high-quality 3D content across a wide variety of media:

[li]Stereoscopic Camera Conversion: Gives users control to easily convert any camera to a Parallel, On Axis, Off-Axis or Radial Stereoscopic camera.[/li][li]Stereo Image Workflow and Preview: Stereo images can be previewed directly in the 3D editor using Anaglyph, Interlaced, Shutter or Side-by-Side methods.[/li][li]Stereo Rendering Options: Allows customers to easily render the merged stereoscopic image or separate images for each individual camera to create a true 3D experience.[/li][li]Picture Viewer Support: Review animated stereo renders, adjust parallax and export renderings as merged or individual stereoscopic files.[/li][/ul]More Accessible Character Tools
The new suite of character animation features simplify the process of building a rig, eliminating technical hurdles and allowing artists to quickly animate characters of all types:

[li]New Character Object: Includes an auto rigger, which simplifies the process of building a rig and applying it to a character. Technical directors are able to set up flexible rig templates that any user can easily apply to their characters.[/li][li]New CMotion System: Allows users to create their own or apply preset parametric walk cycles based on cyclic motion. Make characters walk along a spline and over terrain, or even manually place footsteps. Can be integrated with the character object or applied to anything in a scene.[/li][li]New Muscle System: CINEMA 4D R13 now allows users to create custom-shaped muscles and anchor them to multiple joints within a rig. Includes deformer for skin stretching and sliding.[/li][li]New Collision Deformer: Deforms surfaces based on collisions enabling characters to intuitively interact with the environment around them.[/li][/ul]Numerous Workflow, Modeling and Animation Improvements
CINEMA 4D is renowned for outstanding ease of use. With an enhanced navigation system and a number of interface improvements in R13, users can perform common application tasks more efficiently:
[li]Revamped Navigation System: New cursor-based navigation automatically sets the point of interest for rotation and dolly movements based on where the user clicks to begin navigation. This also ensures the speed of camera navigation is smooth and consistent, regardless of the distance to the point of interest - making it easy to pivot around any portion of a model or scene.[/li][li]Sticky Keys: Allows users to activate a tool only while its shortcut is pressed and immediately return to the previous tool.[/li][li]New Spline Data User Interface: Attributes utilizing spline data can now be edited much more precisely with additional spline types and the ability to view splines in a larger, separate window.[/li][li]Location Indicator: Provides artists with a new indicator that hints at the location of selected objects outside the current view.[/li][li]Surface Manipulation: Offers flexible options with a new Infinite Axis mode that lets users start manipulation from any point and easily snap surfaces to other objects in the scene. The rotation axis can now optionally display gimbal rotation, making it easy to visualize situations in which gimbal lock will occur, and can also transform multiple objects in a selection individually rather than as a group.[/li][li]Animation Enhancements: Based on user feedback, a lot of tweaks were made to the animation system to improve efficiency, including clamping, better curve handling, markers, etc.[/li][/ul]

Operational Efficiency
[li]Superior XRef Object: Improves artist efficiency with fully embedded XRef (External Reference) commands in R13 so referenced objects can be textured, animated, and included in expressions or simulations within the master file, greatly enhancing work in a collaborative environment.[/li][li]Improved C.O.F.F.E.E. and Python Scripting Language Integration: Equips customers with improved integration of the powerful C.O.F.F.E.E. and Python scripting managers, giving programmers and developers a customizable solution for a wide range of software development tasks that can be utilized in any pipeline. Python plugins and scripts now appear alongside those created in CINEMA 4D’s C++ and C.O.F.F.E.E. APIs.[/li][li]File Format Support: Allows artists to access a range of popular file formats for greater workflow flexibility. Multi-Pass files can now be stored in multiple channels within a single OpenEXR file. The popular FBX and COLLADA file formats have been updated facilitating easier asset exchange and interoperability.[/li][li]After Effects Exchange: Gives customers using R13 unparalleled integration with After Effects with the introduction of stage object support, timeline marker exports and support for 29.97fps.[/li][/ul]
Miscellaneous Productivity Boosting Features
CINEMA 4D R13 also includes many new productivity-boosting features, including a host of new and improved shaders and more.

System Requirements
Recommended system requirements include Windows XP, Vista or 7 running on Intel or AMD CPU with SSE2-Support; Mac OS X 10.5.8 or higher running on an Intel-based Mac and 1024 MB RAM, DVD ROM drive. Up to 256 threads now supported. Standard DVD installation can take up to 2.5 GB of disk space.

Availability and Upgrade Path
CINEMA 4D Release 13 and BodyPaint 3D Release 13 are scheduled to ship in September through MAXON and its authorized dealers. Customers with an active MAXON Service Agreement (MSA) valid through September 2nd will automatically receive the upgrade. Current customers who do not have an active MSA can purchase an MSA before the end of August and be eligible for a free upgrade. New customers who purchase from now until August 31st will automatically receive a one-year MSA with their purchase.


Maxon ROCKS!


We’ve got 11 videos highlighting the features in this exciting new release at

Also, don’t miss Cineversity Live! this Wednesday at 11am PDT, where we’ll be taking a closer look at R13 and answering your questions.


Congrats MAXON!

See some of the new features in action @
CINEMA 4D R13: Whats New

Sneaky Rick and his waking up at 4AM!


Also drop by C4D Cafe. We’ve got some examples and over 2 hours of video tutorials about R13.

Nigel / 3DKiwi


I’m seeing a lot to like here. That new render engine sounds fantastic. Can’t wait to try it out.

Btw, what happened to R12.5?


Very nice work Nigel, cudos to you and the team on c4d cafe!
Here is the link



It got lost on the way :slight_smile:

Seriously, the .5 upgrades of the past were as feature packed as the .0 releases so making a distinction here wasn’t realy helpfull in the end.


It was useful for making development seem a lot slower than it actually is :slight_smile:


Looks nice! Character tool looks really interesting. Would be interested in hearing from character guys who might have tried this out - I’ve always been a bit suspicious of ‘auto-rig’ commands, each character needs its own controllers and setup - how easy is it to amend the default rigs? Once the character is made editable, is the rig ‘readable’ or is it endless streams of cryptic Xpresso?


It’s actualy a fully useable rig after conversion. The Idea behind this is that you create one (or more) rig and make it reusable from the beginning. Since not everyone wants to create rigs himself a number of ready made rigs are included. I’m not aware of any other auto rigging solution that is as flexible and powerfull as this one.


It’s more of a templating system than a “auto rig.” There are several pre-built templates that work for the basics.
Anything more complicated would still be relegated to a TD…as there is usually character specific stuff.

Augmentation depends on the template. The default templates are open…but there can be locked templates.

You don’t need to touch xpresso.
It builds a full rig for you as if you had built it yourself.
The only part you need to worry about is weighting/face-setup (only because no one has create a face template yet :slight_smile: ), at least if you are using it for characters.


This upgrade is just for me!!! Bravo :bounce:


I recordet a little sneak preview, too. s02e09 C4D r13 sneak preview

(bud , its german)



I suggest you check this vid too


Just amazing news! After watching all cineversity videos - i think now it’s time to upgrade to smth more new then R11.5… Well… Modelling toolset still don’t have maaany “modo-softimage-stuff”… That’s sad… But anyway congrats!


Great, thanks for the info - sounds ideal.

Yup checked that one - certainly the most interesting section for me. What worries me is that though the new character tool looks tasty, the animation shown in that video looks looks… unfinished. No disrespect to who ever put the scene together, but there’s obviously lots of work to be done on the walk cycle for instance. So the question was geared around the idea that once you’ve pushed the template as far as it can go, will you have the option to break it apart and work it over manually. And the answer appears to be yes :wink:


The walk cycles in there would have been create with little adjustment from the preset walk.
The rig “templating” has nothing to do with the walkcycle.
The Rig is a fully featured rig with IK/FK, bendy/non bendy options for limbs (you can build 2 arm templates and choose which one you use where)

C-motion is used for the walk cycle.
it accesses the controller on the rig…the c-motion presets are enough to get your character moving…but you still need to finesse.


Honestly the modeling tools are still the same, probably because other things needed priority. But MAXON made sure to enhance the workflow for modelers anyway, and there are many things that speed things up quite a lot. Some examples:

  1. tweak is now no more a mode, when nothing is selected it means you’re in tweak mode. So if you just created say a cube and made it editable you can now tweak (move, scale, extrude, bevel, whatever) its components without having to enter a tweak mode

  2. tweaking now works with points, edges and polygons separately. I found the old Tweak mode useless exactly for this reason.

  3. doubleclicking an edge selects a loop

  4. doubleclicking a face selects all the connected faces

  5. the axis has been redesigned, in component edit modes there’s a gap at the center of the axis. The purpose of this is so that during modeling and for instance making click selections the axis will be less in the way.

  6. new axis bands

  7. new gimballing rotation mode

  8. new Per-Object Manipulation mode. This option allows you to modify multiple selected objects as if they were in fact separately selected.

  9. totally new navigation, which makes life much easier for modelers too.

  10. ctrl-clicking now performs either a copy (in object/model mode) or an extrusion (in components modes). For example if you have a selection of polys and you ctrl click and drag you’ll have an extrusion of them.

  11. HN weighting has been enhanced

  12. aligning objects is now easier thanks to a new infinite axis mode

  13. placing an axis on a component is now a piece of cake, you just enter the axis mode and click on the component itself

  14. Holding Down CTRL+SHIFT and single click selecting a component in Points/Edges/Polygons mode will result in Cinema attempting to draw a path between the last selected and current element.

I’m sure there’s more i’m currently forgetting but here’s a Cineversity video:


The changes to Navigation/shortcut system/new tweak tool have made this the first version of CINEMA that I have enjoyed modeling with in a looooong time.
I have trouble adjusting to working in my old modeling package now just because it is so easy for me to lose what ever I’m working on.