Control4D

Control4D is a plugin that allows Cinema 4D to read the input from joysticks, gamepads, and MIDI devices in real time! Allowing you to control virtually any parameter in c4d! More than that, Control4D allows you to map these values, with a multitude of options, to the PSR of any object.  Complete with a wide range of recording, baking and scripting options, Control4D can help you create truly natural looking animations… and it’s fun!

 

Want to animate a car in real time like it was a video game? How about a helicopter? Space ship? Maybe you want a handheld camera effect or just want to get a natural look to your animations without the need to set keyframes and tweak f-curves.

 

Key Features:

  • Support for both HID and MIDI devices.
  • Supports Cinema 4D R14+ on both Windows and Mac OSX 32/64bit.
  • Leverages the power of the SDL game development library and PortMidi to bring predictable and reliable cross-platform HID and MIDI device support to Cinema 4D.  Unlike previous versions of Control4D, there is no longer a need to install any additional frameworks or libraries.
  • up to 8 devices, all of which can be used SIMULTANEOUSLY.  Sound crazy?!?  Yeah, maybe a bit, but there ya go!
  • 20 axis, 20 buttons and 1 8-way hat switch for each device.
  • Realtime recording of any of the device inputs, with frame stepping and object keyframing option.
  • Full featured baker can record entire hierarchies, record to duplicate, record parameters as well as PSR tracks, and all with optional frame stepping and custom frame range.
  • Control timeline playing with any device button.
  • Axis input includes several options, including built in range mapper with spline graph.
  • Generate Axis values via any button/hat input.
  • Easily establish, update and reset to custom start location from any object in your scene, or create one from the host objects current location with the click of a button.
  • Define up to 2 additional Control4D tag sources to switch setups on-the-fly.
  • Pilot Mode: automatically tie any axis to any position or rotation parameter of the host object.
  • Secondary Motion System (Pilot Mode) to generate additional motion from axis input, including noise and oscillation that can be tied to the host object’s velocity.
  • Inertia (Pilot Mode) to simulate linear momentum.

 

Control4D is free, you can download it below.

 


 
IMPORTANT NOTE ABOUT “SUPPORTED” DEVICES!!!

What is and is not a “supported” device in Control4D is largely up to the OS.  If the OS you’re using recognizes it as some kind of joystick or MIDI type device that produces valid input in the form of axis and buttons, then it should work.  Your device may have additional requirements (either in the form of a supplied or third party driver).  Generally speaking, your average joystick should work just fine on either windows or OS X (whether it says it supports it or not).  This goes for your generic game controller as well.  I invite you to leave me feedback on what devices you’re using and what steps you may have needed to take to make them functional.  I’ll compile any feedback I get and post it to my site for reference.

 

Xbox Controllers: Windows users shouldn’t have to do anything to get their xbox controllers working.  Mac users will need some sort of utility to get OS X to recognize the controller.  I currently use a port of the Tattiebogle driver originally written by Colin Munro (original here).  He hasn’t been actively developing it for quite a while now and his version doesn’t support later versions of OS X, but luckily some generous souls have picked up the slack and they host a repo on GitHub.  I haven’t yet tested wether this works with the xbox wireless adapter. You can find the driver at the following link.

https://github.com/360Controller/360Controller/releases

 

PS3 Controllers Mac: These work natively on Mac, albeit with kind of a strange workaround to get it working wirelessly, and a bit of odd mapping to boot.  You can find instructions at the following link, but the long and short of it is that you need to plug it in with the usb cable before your Mac’s bluetooth can see it for wireless use.

http://osxdaily.com/2014/12/28/connect-playstation-3-controller-mac-os-x/

 

PS3 Controllers Windows:  It’s not quite as easy for windows users.  The PS3 controller initially seemed to be recognized by windows, even Control4D found it and let me choose it, but there was no input.  Turns out you need to install some stuff to get it working.  I used something called Scp Toolkit.  It was a bit of a process, but in the end I got a fully functional PS3 controller that had the same mapping as an Xbox controller.  There are other methods out there as well, but one of them, MotioninJoy, seems to be problematic.  In the end you’ll have to choose which route works best for your situation.

https://github.com/nefarius/ScpToolkit/releases

 

PS4 Controllers:  I don’t have a PS4 controller, so I haven’t been able to test these, but from what I’ve read these are natively supported on Mac… except wireless, apparently.  On windows it seems to be the same/similar route(s) as for the PS3 controller.

 


4 Comments

  1. Hi! The plugin is absolutely amazing.
    But I cannot use it on windows 10, only on mac. On windows it hangs as soon as I add any thing from control4D to scene in R19.068. And windows sees my Syborg X.
    Is there anything that can prevent it from starting?
    Thank you

    1. Hi Daniel,

      Thanks! Sorry it isn’t working for you! The code base is getting a bit long in the tooth… lots of legacy code. Looks like I can’t put off that rewrite much longer!

      Just in case it’s something else, let’s check a few things out:)

      Do you have any other joystick type plugins installed? Drive or GRIP Tools or something else? I’ve noticed a conflict with them in the past. Try uninstalling them and see if that works.

      SDL: Do you have the SDL dll files installed in the c4d application directory? If you do, delete them! That was the old way, I’m using a newer version of SDL that’s statically linked. So no need to have the dll files anymore.

      Hopefully it’s one of those two things! Otherwise it might just be the old code not running right on later versions of c4d/newer systems.

      Pushing that rewrite up the priority list;)

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