The Correction Deformer

The Correction Deformer.


I think the Correction Deformer is one of the most underrated deformers that Cinema 4D has to offer, it doesn’t really look or sound like it would do a whole lot so most people just overlook it.  Well I’m here to show you why you should use it and what it can do for you.

Here is how the Correction Deformer is set up:

Correction Deformer Object Manager

What the Correction Deformer does is it gives you deformed editing capability, it is a very non-destructive way to edit or manipulate your mesh – that means that this deformer will let you modify points in the objects deformed state.  Say for example you have a rigged object. If you try to move some vertices on that object they will move on the correct axis until you move the rig. When you move the rig try to move the vertices and you’ll see that they move based on where they used to be and not where they currently are.  The correction deformer lets you modify these points regardless of how your object is deformed.

The Correction Deformer also lets you modify vertices, edges, and faces of parametric objects.  You can create a basic cube move your vertices around and still have the options of a parametric cube, so you can add or remove segments, add a fillet, change the fillet radius.  If you are using the deformer on a text object you can move the points and still change cap options if you want.

You can also layer up several different correction deformers on a single object.  You can add a correction deformer, subdivide your mesh, and then add another correction deformer on top of that.  What this would allow you to do is effectively make your first deformer the low poly cage to tweak the overall shape, and you could use the second deformer to tweak the small subdivided details.

You are also able set up a very easy pose morph, to complete this all you have to do is take your object and add a correction deformer to it – Deform your mesh and then animate the strength on the deformer. Doing this technique could be a very easy way to add dents to your objects.


Lock – Checking this option will lock the deformer so you do not accidentally change your mesh
Scale – Checking this will rescale any points that you move outside of its initial state.  For example if you move a point on a plane on the Y axis, changing the height on the plane will move that point proportionally.
Mapping – How the Correction Deformer is structured.
Update – Clicking this will update the polygon and point count of the deformer. You only need to click this if you change the points or segments on the base object.
Freeze – Updates the polygons and points as well as freezing the state of the deformer.
Reset – Clicking this will reset any points that you have modified.


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  • Edit Room

    Tahnk’s for this exellent tip!
    So many times I have wished for the ability to keep objects parametric and now I know it’s doable!
    Keep up the great thing oy have going!

  • Jamie

    Awesome demo! I’ve used it before but I never thought to use it along with the strength slider to animate the results. I also wasn’t aware that you could change the number of points after the fact. Thanks for sharing!

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  • Marv

    I just discovered your site and I have already learned some very useful tips. Thanks for the short tutorial on the correction deformer! I haven’t really used it before but I can see that I will use it a lot from now on! Thanks!

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  • Ben Trahair

    Love this work around. Any ideas on whether it can be used for parametric text objects? Eg, extruded type with caps? I’m trying to use this so I can color faces of an object per character (and don’t want to use motype) but can’t seem o get it to give me poly selections for the faces.