Cinema 4D Tip: Connect Objects + Delete for clean, export-ready meshes

December 26, 2025 2 min read

Cinema 4D Tip: Connect Objects + Delete for clean, export-ready meshes

Use Connect Objects + Delete to consolidate multiple polygon objects into a single, clean mesh—ideal for performance, export, and downstream deformations. Here’s how to get predictable, production-ready results.

  • Prepare the inputs
    • Make everything editable (C). For generators, MoGraph, Booleans, and Instances, use Current State to Object first.
    • Reset transforms where needed (Reset PSR) and verify consistent scale/units in Project Settings.
    • Align axes if you’ll animate post-merge (Tools > Axis Center) or place objects under a Null to preserve a logical pivot before baking.
  • Run the merge
    • Select the polygonal objects and execute Mesh > Conversion > Connect Objects + Delete.
    • The resulting object inherits tags from the highest item in the Object Manager. Order your source objects if you need a specific tag stack to lead.
    • Material tags and Selection tags are preserved; verify the Selection fields on material tags after the merge.
  • Clean up immediately after
    • Run Optimize with a sensible Weld tolerance to remove duplicate points and close micro-gaps. Enable Remove Unused Points and Weld UVs.
    • Check shading: ensure a Phong/Normal tag is present. Adjust Phong angle or Align Normals if you see faceting.
    • If Vertex Normal tags were present on inputs, confirm they still describe the new topology. If artifacts appear, temporarily remove them and regenerate smoothing.
  • Materials and UV guidance
    • When source objects use different UV layouts, unify before connecting. Multiple UVW tags can conflict; bake or consolidate to a single UV set for reliability.
    • After Optimize, run UV > Weld/Relax on seam areas as needed to avoid visible splits.
  • Performance and export
    • Fewer objects = fewer draw calls. Merging is especially helpful for large assemblies and real-time targets.
    • For game engines, consider Triangulate before export to lock topology. Name the merged mesh clearly and prune unused tags.
    • Note that dynamics caches and object IDs change; clear and recache simulations if needed.
  • Non-destructive alternative
    • Use the Connect generator for a procedural merge. Enable Weld with a small tolerance and UV Weld, then bake with Current State to Object when final.
    • This keeps original parts editable until you’re ready to commit.
  • Common pitfalls to avoid
    • Merging Booleans without cleanup can inherit messy topology. Consider Remesh or selective retopology before finalizing.
    • If you still need individual pivots for animation, don’t merge; group under a Null or keep a procedural Connect instead.
    • Selection Tag name collisions can auto-rename; standardize names beforehand to keep materials and selections predictable.

Tip: Keep a duplicate of the original hierarchy in a hidden layer for quick rollbacks. When you’re ready to finalize, archive and version your scene.

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