Cinema 4D Tutorial – Retiming Cloth

Here’s another quick tip that demonstrates how to slow down your cloth simulations.  This technique can be used with any animation that involves deformation at a point level.   Have fun!

For those of you that are wondering about the mesh I used for the Luxx logo, here is an editor view (unsmoothed).  You can see that I have modelled the shape quite evenly and not taken an extrudeNURBS made editable (click on the image to see full size).  When working with cloth you should always model with this in mind and try to keep your mesh nice and evenly balanced.  The cloth will tend to react more naturally that way.

Luxx Logo Wireframe - Cinema 4D Tutorial - Retiming Cloth

Luxx Logo Wireframe

Cinema 4D Tutorial – Retiming Cloth

Author: Tim


  1. David Kwasnik
    David Kwasnik On May 25, 2010 at 2:29 PM

    Would it be possible to also go into the project settings and just set the time to half the speed??

    • Tim
      Tim On May 26, 2010 at 12:50 PM

      @David – I don’t think using a higher frame rate will result in the same slow motion effect. Also adjusting the frame rate will affect every animated object in your scene, using point cache will allow you to control the speed on individual objects.

  2. hires
    hires On May 26, 2010 at 9:20 AM

    Great tutorial, thanks! Don’t stop!

  3. eternal1964
    eternal1964 On May 27, 2010 at 1:44 AM

    Impressive Blog Tim. Impressive tutorials and knowledge. I´m a begginer, and therefore, a little bit afraid to ask but I don´t want to stop here.

    When I try to make rebound some other pieces I modeled, all the poligons crash and split.

    Good for a car crash but I don´t achieve any rebounding at all. Why is that? How can I get my models to react in a “compact” way? I hope I´m making sense.

    Thanks in advance.

    • Tim
      Tim On May 27, 2010 at 12:50 PM

      @eternal1964 – You need to make sure the mesh has a good structure, lots of small triangles or long thin triangles will not work too well for very stiff cloth and the mesh may well collapse.

  4. […] Slow-Mo with Cloth video tutorial by Tim Clapham on […]

  5. bliuska
    bliuska On May 27, 2010 at 3:17 AM

    That was useful! Thanks!

  6. Pierre
    Pierre On May 27, 2010 at 3:31 AM

    Great job !! explanations are easy to understand, even for a foreigner…

    by the way, very impressed by your “rubber” logo, at the end of your presentation, could tell how you manage this ? I’ve tried with cloth tag on a text, but with no results…

    Thks a lot


    • Tim
      Tim On May 27, 2010 at 12:51 PM

      @Pierre – I modelled the letters manually, rather than just using an ExtrudeNURBS on a spline. The mesh needs to be fairly regular and with a nice balanced structure. Using an extrudeNURBS with a spline and making editable can work if you use regular grid, but I don’t think you’ll ever get the best results unless you model the shapes manually…

  7. illd
    illd On May 27, 2010 at 8:02 AM

    Flubber attack! THX Tim.

  8. juan
    juan On May 28, 2010 at 5:55 AM

    Nice one Tim!
    must investigate C4D’s Tags some more…
    didnt know about the point cache.

  9. AdamV
    AdamV On May 28, 2010 at 6:39 AM

    You are a fantastic teacher, I’m going through MILG6-7 now. This was another excellent lesson!

    Honestly when I listen to you speak it makes me think of rally driving, perhaps I played to much Colin Mcrae. Left five 50 into right 2 caution slippy cloth tag into tight left polygon 100. See what I did there? Yeah meshed Rally and C4D. 🙂

    • Tim
      Tim On May 28, 2010 at 2:28 PM



      That is one of the funniest replies I’ve ever read.. Nice one! Made me laugh out loud.

  10. Heerko Groefsema
    Heerko Groefsema On May 28, 2010 at 8:58 AM

    Again nice tutorial! Results look pretty descent but I’m always a bit afraid of using cloth because of its unpredictable nature. But in your tutorial the results look very smooth.

  11. Mohammad
    Mohammad On June 3, 2010 at 1:23 AM

    Very useful tutorial, thanks!

  12. Rob
    Rob On June 25, 2010 at 2:58 AM

    How come letters with radiuses just fall into mush. Is there a way to fix that in the cloth tag.


    • Tim
      Tim On June 28, 2010 at 9:44 AM

      @Rob You need to make a nice even mesh, if you just use an extruded spline that you made editable, then you need to connect all the points and optimise. However the long irregular triangles will cause problems, so use regular grid on your caps or even better, model the shape by hand.

  13. seth
    seth On June 30, 2010 at 2:59 AM

    I was playing with the setting after watching the tutorial and i was trying to apply the setting on text, however run into a problem that the text face, back and caps act separately and not as one unit. so how can i fix that problem? thanks

  14. Kraphik3D
    Kraphik3D On June 30, 2010 at 5:22 PM

    Thanks Tim.

    I know quite a lot of clothilde tag itself but baking keys was
    something that I have not been aware at all.
    Slo Mo Clothilde – Here I come.

    Great tutorial!

    Adam V – lol

  15. Tim
    Tim On July 4, 2010 at 5:52 PM

    @seth You need to connect and then optimise the mesh when you convert a text or extrudeNURBS object to polygons. The caps are separate parts, optimise will weld the points together.

  16. Rob
    Rob On July 9, 2010 at 7:21 AM


    I did optimize my text before I but the cloth tag on, I even double checked to make sure i did. I also did what you said and any text I use with a radius like R it falls to mush but if its a letter such as T or H no problems.

    Thanks Again

  17. Cinema 4D (2010#27) « CG Rebel On July 11, 2010 at 6:09 AM

    […] Video on Slow-Mo with Cloth for Soft-Body Simulation by Tim Clapham @ […]

  18. Kamaur
    Kamaur On July 14, 2010 at 9:25 AM

    Tim…ahhhhhh soooo I did this with two things touching and they just started attacking each other. I want them to bounce off each other. They start attaching to each other. I tried changing the point, edge and polygon collision numbers but it just got worse. Any thoughts.

    Thank You Tim.

    P.S. I want those glasses.

    • Tim
      Tim On July 17, 2010 at 8:06 PM

      Don’t have them touching, but place a gap between them. Then use a force to push them together, then they should bounce off each other. However with cloth you’ll probably find that you need to cache one of the objects first then use that as a collision object.

  19. Renzo
    Renzo On August 10, 2010 at 12:04 AM

    Hi Tim, great tutorial! I’m testing this out and I thought it would be nice to animate the scale property in the Point Cache tag to slow the whole thing down on impact. This doesn’t work since if I animate the scale value to say 50%, the object animates to the position it would have if the whole animation was at 50%, and then continue (so, while falling, it first travels back up). Do you got any thoughts on how to acheive this, while using your descriped technique?

    thanks for the great tutorials so far!

  20. Renzo
    Renzo On August 10, 2010 at 1:49 AM

    Ah, I already found a way of achieving this. I used 2 point cache tags, the first at 100% and the second on top of that at 25%. I synchronized the frame of slowing down using the offset parameter on the slow point cache tag and animated the enable parameter to switch between the fast and the slow animation. The drawback is that it’s an instant effect, it’s not possible to gradually slow it down.

    ..or is there a better way of doing this?

  21. Ulash
    Ulash On August 21, 2010 at 9:38 AM

    Tim, I would love to see the wireframe of that Luxx logo. It seems like it has fillets. It’s almost impossible to make the topology of an object similar to Luxx logo to be uniform. I’m like couple of hours away from discounting the cloth feature in C4D as useless since complex objects will always have differing topology. I’ve been at it for days and there’s just no way to get it to behave the way I want no matter how much iterations (to make it stiff) I throw at it.

    • Tim
      Tim On August 24, 2010 at 1:48 PM

      @Ulash – You are correct that the topology should be as even as possible. If you know something is going to be used as cloth then it helps to model it with that in mind. I have added an image of the Luxx logo as unsmoothed editor view so you can see how I modelled it.

  22. Ulash
    Ulash On August 24, 2010 at 1:55 PM


    Thank you for taking your time and replying to my question. You are the best!! Keep the tutorials coming. I’m looking forward to MILG 8.

  23. Riccardo
    Riccardo On November 27, 2010 at 7:10 AM

    Is there a better solution in C4D 12 with the soft tag?

    • Tim
      Tim On November 27, 2010 at 6:11 PM

      @Riccardo There are certainly alternatives using Soft Bodies, but I’m not sure they’ll be better, just a different way to approach the technique

  24. Riccardo
    Riccardo On November 27, 2010 at 9:59 PM

    thanks Tim,
    I am trying to get the same jelly effect on a mograph text, but my characters break up. Any advice on that?

  25. Tim
    Tim On November 27, 2010 at 10:02 PM

    @Ricardo It is because internally the caps are separate from the extrude. So you can either make editable and then connect, or you could try using the connect object to get around this.

  26. Riccardo
    Riccardo On November 27, 2010 at 10:27 PM


    I have been trying that but with little success, but after your advice at least now the text is not breaking! I suppose I have to work on the geometry to have a nice flex.

  27. ShehabArt
    ShehabArt On December 16, 2010 at 12:24 AM

    Oh.. I tried to Make Text Like Luxx logo rubber but i miss solution so i take my text from 3D max after make extrude to text then 4 segment at 3d max then with export .obj i made it ,, but the problem with C4D i want to be in this program i don’t need 3D max to do it i hope to find solution with Extrudenurbs thanx anyway..

  28. Lån penge
    Lån penge On April 16, 2011 at 4:30 PM

    Great! I admire you for that. Cinema 4D is one thing that I can hardly do. Thanks for this turorial. You made things easier for me bro! Shared by Maranda Theurer, Video Editor for Lån penge

  29. Dave
    Dave On April 21, 2011 at 6:26 AM

    I’ll have to let my daughter see this – she’s just started learning this stuff in her college course.

  30. Craig Zuckerman
    Craig Zuckerman On June 3, 2011 at 3:10 AM

    Hey Tim, much thanks to all of your tutorials that I’ve learned from over the years, as well as in print!!-you are an excellent teacher, who does wonderful work as well. The C4D community is enriched by your knowledge, thank you. Cheers, Craig

  31. Mustafa
    Mustafa On October 30, 2011 at 3:34 PM


    Saved my day! that was very helpful!


    – Mustafa

  32. Quentin Bellow
    Quentin Bellow On November 1, 2011 at 9:17 AM

    Hey Tim,

    Thanks for the knowledge ! I’m wondering, is it possible for me to use cloth on an object that already has a point cache going? I’m doing an experiment in trying to unroll a rug or banner. Using cloth alone yields some ok results, but its kind of like the roll falls down and straightens out as opposed to actually unrolling in a cloth-like manner. So I thought, maybe I can roll it up with a bend deformer, animate that, then point cache it. The add a clothide on top maybe? do you think this would work?


    • Tim
      Tim On November 1, 2011 at 9:42 AM

      @Quentin You could use Cloth as an absolute morph target. Make a duplicate of your mesh that is unrolled and then add cloth to this. Hide it and then add a posemorph tag to the original mesh. Drag the cloth object as an absolute morph target, then you can blend the cloth into the original mesh. Personally I probably wouldn’t use this method for your carpet, you will have more control using something like a jiggle deformer or delay effector (set to deform points).

  33. Quentin Bellow
    Quentin Bellow On November 1, 2011 at 1:06 PM

    @Tim Thanks ! I’ll give those all a shot to see which yields the best 🙂

  34. Justin
    Justin On January 13, 2012 at 12:06 PM

    Hey Tim… Had a question about how to keep certain parts of the mesh in place, yet they still bounce with the rest of the piece… I have an logo of a ring with two small cubes inside… the ring bounces great, but when it hits the floor, the cubes inside continue to fall, and fall through the ring mesh… I need them to stay static inside of the logo throughout the entire bounce… is there a way to do this? Thanks

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