How to Create Interactive Squash & Stretch in Cinema 4D
Interactive squish in Cinema 4D can be a pain to keyframe—so here’s a simple setup that lets your object deform automatically when it collides with the ground. We’ll use the Mesh Deformer and a small Xpresso rig to limit point movement, then add a Pose Morph Tag so the shape snaps back naturally instead of staying “crushed.”
What you’ll build
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A collision-driven “squish” that happens automatically on contact
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Point-limited deformation so the mesh doesn’t penetrate the ground
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A spring-back using Pose Morph so the object returns to its original shape
Tools used
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Mesh Deformer (drives the deformation)
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Xpresso (limits point movement based on Y position)
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Pose Morph Tag (stores a “rest” shape and blends back)
Step 1 — Mesh Deformer setup
- Create a low-ish res Deforming Mesh that encloses your object.
- Add a Mesh Deformer to the object you want to squish.
- Drag the Deforming Mesh into the Mesh Deformer and hit Initialize.
- Add subdivisions to the Deforming Mesh if the squish looks too faceted.
Step 2 — Stop the mesh from going below the ground (Xpresso)
The goal: clamp point movement so anything below Y=0 gets pushed back up.
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Use a Point Node to read point positions.
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Compare each point’s Y value against your ground height.
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If Y is below the ground plane, clamp it to the ground height.
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Feed the corrected position back to the point.
Step 3 — Add spring-back with Pose Morph
- Add a Pose Morph Tag to the deformed object.
- Store the “rest” pose (original shape).
- Drive the Pose Morph strength back toward 100% over time (or on release of collision).
This gives the object a memory of its original shape so it doesn’t stay crushed.
Bonus — Bend deformer toe setup
If you’re bending the toe (like the shoe example), tie the shoe’s rotation to the Bend Strength.
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Sample rotation (H/P/B) in Xpresso
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Remap to a usable range
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Drive Bend Strength for clean, controllable deformation