io.github.kumoproductions/mcp-cinema4d MCP Server
io.github.kumoproductions/mcp-cinema4d
MCP server for Cinema 4D — LLM-driven scene editing, rigging, and material authoring with undo-safe CRUD and security controls.
What is the io.github.kumoproductions/mcp-cinema4d MCP server?
The mcp-cinema4d MCP server bridges Claude and other MCP clients to a running Cinema 4D 2026+ session, enabling LLMs to inspect and edit scenes, build materials and rigs, manage takes and render settings, and execute procedural edits through a typed, undo-safe tool layer. It provides 72 tools across 17 groups for entity CRUD, node graphs (materials and Xpresso), shot setup, and document I/O, with optional Python execution and multi-instance support. The server runs as a Node.js stdio process communicating via TCP/JSON Lines to a Python bridge plugin inside Cinema 4D.
mcp-cinema4d lets an LLM drive Cinema 4D interactively—reading scene hierarchy, authoring shots, building node materials, and rigging animation—without pasting arbitrary Python into the Script Manager. It exposes parameter-level access to objects, tags, materials, takes, render data, and layers, with batched undo, security controls (opt-in Python execution), and support for multiple Cinema 4D instances. Use it for scene audits, procedural edits, shot setup, and complex rigging tasks.
How to install io.github.kumoproductions/mcp-cinema4d
Copy-paste configuration for popular MCP clients.
Tools & capabilities
Tools this server exposes to the agent.
ping— Health check; returns server status and bridge connection info.render— Render the current scene to disk using the active RenderData.preview_render— Render via Viewport renderer + Constant Lines, returns inline PNG.reset_scene— Clear the scene and reset to defaults.exec_python— Execute arbitrary Python code in Cinema 4D (opt-in via C4D_MCP_ENABLE_EXEC_PYTHON=1).call_command— Invoke Cinema 4D menu commands by ID.list_plugins— Enumerate installed Cinema 4D plugins.undo— Undo the last operation.batch— Group multiple operations into a single undo step.list_entities— List all objects, materials, tags, takes, render data, or layers in the scene.describe— Get detailed info (type, parameters, hierarchy) for an entity.get_params— Read parameter values from an entity.set_params— Write parameter values to an entity.get_container— Retrieve the full container (all properties) of an entity.dump_shader— Export shader/material layer details.create_entity— Create objects, tags, materials, takes, render data, or layers.remove_entity— Delete entities from the scene.set_keyframe— Set animation keyframes on parameters.import_scene— Merge/import a Cinema 4D file into the current scene.save_document— Save the current document to disk.
Use cases
- Audit scenes procedurally: list every object on a layer, flag non-uniform scales or missing texture tags, and generate reports.
- Set up shots automatically: create render data, cameras, takes, and timeline markers with specific frame ranges and output settings.
- Build complex node materials and Xpresso rigs: author Redshift/Standard materials with noise textures, or create multi-gear meshing rigs with dynamic parameter linking.
- Batch-edit scenes: reduce subdivision levels on all Subdivision Surfaces, apply materials to tagged objects, or adjust keyframes across multiple tracks.
- Merge and organize files: import external scenes, reparent objects into hierarchies, assign layers, and save variants without manual intervention.
io.github.kumoproductions/mcp-cinema4d MCP server FAQ
It's a Node.js MCP server that bridges Claude and other MCP clients to a running Cinema 4D 2026+ session. It exposes 72 tools for scene editing, material authoring, rigging, and document I/O, letting LLMs read and write scenes via a typed, undo-safe interface instead of arbitrary Python.
Yes. mcp-cinema4d is open-source (MIT license) and available on npm as @kumoproductions/mcp-cinema4d. Cinema 4D itself is commercial software (Maxon).
Install the npm package and the bridge plugin: (1) Download cinema4d_mcp_bridge-<version>.zip from Releases and extract into your Cinema 4D plugins directory. (2) Register the MCP server in your client's config (e.g., claude_desktop_config.json) with command 'npx -y @kumoproductions/mcp-cinema4d' and set C4D_MCP_TOKEN in the env map. (3) Set the same C4D_MCP_TOKEN in your Cinema 4D launch environment and restart C4D.
No API keys. A random token (C4D_MCP_TOKEN) is strongly recommended for security on shared workstations—generate one with 'openssl rand -hex 16' and set it in both the MCP client config and Cinema 4D's launch environment.
Yes, but only if you opt in by setting C4D_MCP_ENABLE_EXEC_PYTHON=1 on both the MCP server and Cinema 4D launch environments. Python execution is off by default. Creating Python tags, generators, effectors, and fields requires a separate C4D_MCP_ENABLE_PYTHON_OPS=1 opt-in.
Cinema 4D 2026.0.0 and later. Note: Maxon ships an official MCP server in Cinema 4D 2026.4+; this is an independent community alternative for earlier versions, multi-instance workflows, or open-source extensibility.
README (reference)
Source of truth, from the repository.

mcp-cinema4d
Let an LLM drive Cinema 4D. mcp-cinema4d bridges MCP-compatible clients (Claude Desktop, Claude Code, or any other stdio-capable MCP client) to a running Cinema 4D 2026 session so the model can inspect scene hierarchy, author shots, build node materials, and rig animation through a typed, undo-safe tool layer — not arbitrary Python pasted into a Script Manager.
[!IMPORTANT] Cinema 4D now ships an official MCP server. From Cinema 4D 2026.4, Maxon builds an MCP server into Cinema 4D itself: nothing to install, set up from Preferences → MCP, and supported by Maxon. If you run 2026.4 or later and simply want an AI assistant in Cinema 4D, start there — see Maxon's MCP Server page and documentation.
mcp-cinema4d is an independent community project. It remains an option where the built-in server does not fit:
- Cinema 4D 2026.0–2026.3, which have no built-in server.
- Several Cinema 4D processes from one session (multi-instance mode), which the built-in server's documentation does not cover.
- Open source — read, audit, or extend the tools and the bridge yourself.
Do not register both servers in the same client. Their tool sets overlap (both expose
exec_python, for example), so the model is offered two competing sets of Cinema 4D tools. Maxon's FAQ likewise asks you to switch third-party servers off while you use the built-in one.
Good for:
- Scene audits — "List every object on the
herolayer; flag any with non-uniform scale or missing Texture tags." - Shot setup — "Create a 1920×1080 RenderData, a camera at (0, 150, -400), and a Take that uses both."
- Material work — "Build a Redshift node material with a noise texture driving roughness at 0.4 gain."
- Procedural edits — "On every Subdivision Surface in the scene, reduce editor/render levels by 1."
- Xpresso rigs — "Build a 3-gear meshing rig where the master gear's pitch radius dynamically drives the others' size and counter-rotation via an Xpresso graph."
[!CAUTION] Do not proceed unless you understand what this does. An LLM with a live connection to Cinema 4D can read your scene, write to it, and (if you opt in) execute arbitrary code on your machine. In concrete terms:
- Your scene data leaves your machine. Object names, hierarchy paths, material/parameter values, imported file paths — whatever the LLM reads via
list_entities/describe/get_container/dump_shader/get_mesh— is forwarded to your chosen LLM provider and may be logged by your MCP client. Under NDA or on unreleased IP? Confirm with your studio/legal team first that the provider's retention policy and your client's logs are acceptable.- The LLM gets write access. It can create, mutate, and delete objects, tags, materials, takes, render data, and layers; import / merge / open / save files; and render. Ctrl/Cmd-Z covers most edits —
save_document,open_document,render, and somecall_commandinvocations do not.- Arbitrary Python is off by default.
exec_pythonruns unrestricted code with the full authority of the Cinema 4D process (file I/O, subprocess, network). Enabled only whenC4D_MCP_ENABLE_EXEC_PYTHON=1is set on both sides; turn it back off when you no longer need it. The same applies to plugin types that store Python source in their container — Python tag, Python generator, MoGraph Python effector, Python field, and the Xpresso Python operator. Creating or editing them is gated behind a separateC4D_MCP_ENABLE_PYTHON_OPS=1opt-in, since their code parameter is RCE-equivalent toexec_python.Before first use: back up (or commit) your scene, start on a throwaway project, and leave your MCP client's per-call approval prompts enabled. See Security before exposing the bridge beyond loopback.
Architecture
MCP client
↓ stdio
MCP server (this repo, Node.js)
↓ TCP, JSON Lines (default 127.0.0.1:18710)
cinema4d_mcp_bridge (Python plugin inside C4D)
↓
Cinema 4D
Two pieces to install: the MCP server (this npm package, runs as an MCP stdio process) and the bridge plugin (Python, lives inside Cinema 4D). C4D must be running for the bridge to respond.
Quickstart
Assuming you already have Cinema 4D 2026.0.0+ and Node.js 24+.
-
Install the bridge plugin into Cinema 4D (one-off). Download the latest
cinema4d_mcp_bridge-<version>.zipfrom the Releases page and extract thecinema4d_mcp_bridge/folder into your Cinema 4D plugins directory (see Installing the bridge plugin for platform-specific paths). -
Launch (or restart) Cinema 4D. The C4D console should print
[cinema4d_mcp_bridge] listening on 127.0.0.1:18710. -
Smoke-test the MCP server from the CLI:
echo '{"jsonrpc":"2.0","id":1,"method":"tools/call","params":{"name":"ping","arguments":{}}}' \ | npx -y @kumoproductions/mcp-cinema4d # → {"jsonrpc":"2.0","id":1,"result":{"content":[{"type":"text","text":"{\"pong\": true, ...}"}]}}
Then wire it into your MCP client (see Client configuration) and try:
"List every object in the scene, then add a cube named
hero200 units above the origin."
The LLM will call list_entities → create_entity in sequence; you should see a new cube appear in the viewport.
Prefer running from a local checkout? See CONTRIBUTING.md for the source-install flow.
Client configuration
Generate a random token and set it on both the MCP server process (via the client's env map, below) and the Cinema 4D launch environment. The bridge rejects mismatched requests (constant-time compare); the Node client forwards the value automatically. Strongly recommended — localhost is not a trust boundary on a shared workstation.
openssl rand -hex 16
Register the MCP server in your client with the token in the env map:
{
"mcpServers": {
"cinema4d": {
"command": "npx",
"args": ["-y", "@kumoproductions/mcp-cinema4d"],
"env": {
"C4D_MCP_TOKEN": "paste-your-random-hex-here"
}
}
}
}
| Client | Config file |
|---|---|
| Claude Desktop / Claude Code | %APPDATA%\Claude\claude_desktop_config.json (Windows) · ~/Library/Application Support/Claude/claude_desktop_config.json (macOS) |
| Other MCP clients | see the client's docs for registering a stdio server |
The same C4D_MCP_* variables must also be set in the Cinema 4D launch environment — the bridge plugin reads them at C4D startup. macOS: open -a "Cinema 4D" --env C4D_MCP_TOKEN=... (or export in your shell profile before launch). Windows: set as User environment variables and restart C4D.
To change the bridge socket, set C4D_MCP_PORT (and optionally C4D_MCP_HOST — see Security) alongside C4D_MCP_TOKEN in the same env map, plus the C4D launch env.
Tools
72 tools across 17 groups. The LLM picks tools itself based on the prompt — you rarely invoke them directly. See docs/TOOLS.md for the full table with per-tool descriptions.
| Group | Count | What's in it |
|---|---|---|
| Basics | 4 | ping, render, preview_render (Viewport renderer + Constant Lines, returns inline PNG), reset_scene. |
| Script-style | 5 | exec_python (opt-in), call_command, list_plugins, undo, batch — escape hatches + undo-grouped multi-op. |
| Generic CRUD | 9 | list_entities, describe, get_params/set_params, get_container, dump_shader, create_entity, remove_entity, set_keyframe. |
| Shot setup | 11 | Document state, fps / frame range / camera, import_scene (merge), RenderData + Take, take_override, timeline markers (create_marker / list_markers / set_marker / remove_marker), sample_transform. |
| Selection · Hierarchy | 4 | Active selection read / write; reparent, reorder, clone. |
| Modeling · Mesh | 4 | modeling_command (CSO / Make Editable / Connect / Subdivide / …), get_mesh, set_mesh, set_mesh_selection. |
| Document I/O | 6 | save_document, open_document, new_document, list_documents, set_active_document (switch between already-open docs), close_document (force-gated for unsaved changes). |
| Node graphs | 10 | Node-material graphs (walk / asset enum / apply_graph_description / per-port edits / removal) and Xpresso (GvNodeMaster) graphs (list_xpresso_nodes / apply_xpresso_graph / set_xpresso_port / remove_xpresso_node). |
| Tag helpers · Animation | 5 | assign_material; list_tracks, get_keyframes, delete_keyframe, delete_track. |
| Transforms · User data · MoGraph | 5 | set_transform; add_user_data / list_user_data / remove_user_data; list_mograph_clones. |
| Layers | 5 | Enumerate, create, assign, query, flag toggles (solo / view / render / locked / …). |
| Instances (opt-in) | 4 | list_instances, set_active_instance, launch_instance, stop_instance — drive several Cinema 4D processes from one server; hidden unless C4D_MCP_ENABLE_MULTIINSTANCE=1. |
Entity handles
Every CRUD tool identifies entities by a typed handle object. The resolver raises on ambiguous names — prefer path when a scene contains duplicates.
| Kind | Shape |
|---|---|
object | {kind:"object", name:"Cube"} or {kind:"object", path:"/Root/Character/Hip"} |
render_data | {kind:"render_data", name:"VFX_Shot002"} |
take | {kind:"take", name:"VFX_Shot002"} |
material | {kind:"material", name:"Concrete"} |
tag | {kind:"tag", object:"Cube", type_id:1029524, tag_name?:"..."} (or object_path instead of object) |
video_post | {kind:"video_post", render_data:"VFX_Shot002", type_id:1029525} |
shader | {kind:"shader", owner:<handle>, name?:"Layer 0"} or {..., index:0} |
plugin_options | {kind:"plugin_options", plugin_id:"abc"|1028082, plugin_type?:"scene_saver"} — exporter / importer private settings BC |
name lookups are strict: if several entities share the name, the bridge returns an error listing up to five candidate paths so you can switch to a path-based handle. create_entity always returns the freshly-resolved handle (objects include path; shaders include both name and index) so chained edits stay stable.
Installing the bridge plugin
Grab the latest cinema4d_mcp_bridge-<version>.zip from
Releases
and extract the inner cinema4d_mcp_bridge/ folder into your Cinema 4D plugins
directory:
| OS | Typical plugins directory |
|---|---|
| Windows | %APPDATA%\Maxon\Maxon Cinema 4D <VERSION>\plugins\ |
| macOS | ~/Library/Preferences/Maxon/Maxon Cinema 4D <VERSION>/plugins/ |
You can also register a custom search path via Cinema 4D's Preferences → Plugins → Add and extract the zip there instead.
Launch (or restart) Cinema 4D after extracting. The plugin only reloads when C4D restarts.
Keep the plugin version pinned to the npm package version you run — a version mismatch surfaces as unknown command: <tool> in the bridge log. See CONTRIBUTING.md if you want to run a development checkout instead.
[!NOTE] Official releases only come from two places: the npm package
@kumoproductions/mcp-cinema4dand the GitHub Releases page under kumoproductions/mcp-cinema4d. If you obtained a zip or a scoped npm package from anywhere else claiming to be this plugin, treat it as untrusted.
Configuration
| Var | Side | Default | Notes |
|---|---|---|---|
C4D_MCP_HOST | both | 127.0.0.1 | Host for the TCP bridge. Legacy aliases: C4D_BRIDGE_HOST (Node), C4D_MCP_BRIDGE_HOST (plugin). |
C4D_MCP_PORT | both | 18710 | Port for the TCP bridge. Legacy aliases: C4D_BRIDGE_PORT, C4D_MCP_BRIDGE_PORT. |
C4D_MCP_ENABLE_EXEC_PYTHON | both | unset | Opt-in. Set to 1 (or true/yes/on) on both sides to expose the exec_python tool. See Security. |
C4D_MCP_ENABLE_PYTHON_OPS | C4D plugin | unset | Opt-in. Set to 1 to allow creating / editing Python-bearing plugin types (Python tag, Python generator, MoGraph Python effector, Python field (Fpython, 440000277), Xpresso Python operator). Off by default — their code parameter is RCE-equivalent to exec_python. |
C4D_MCP_TOKEN | both | unset | Shared secret. When set on the C4D side, the Node client must send the same value. Strongly recommended. |
C4D_MCP_ALLOW_REMOTE | C4D plugin | unset | Required to bind C4D_MCP_HOST to a non-loopback interface. The bridge refuses to start otherwise. |
C4D_MCP_ENABLE_MULTIINSTANCE | MCP server | unset | Opt-in. Set to 1 to expose the instance tools (list_instances, set_active_instance, launch_instance, stop_instance) and add an optional instance argument to every other tool. See Multiple Cinema 4D instances. |
C4D_MCP_EXE | MCP server | auto-detect | Cinema 4D executable for launch_instance. Defaults to the newest install under C:\Program Files\Maxon Cinema 4D <ver> (Windows) or /Applications/Maxon Cinema 4D <ver> (macOS). |
C4D_MCP_MAX_INSTANCES | MCP server | 3 | Instance slots including the primary; instance id listens on C4D_MCP_PORT + id. |
Multiple Cinema 4D instances
Off by default. Set C4D_MCP_ENABLE_MULTIINSTANCE=1 on the MCP server to drive several Cinema 4D processes from one server — e.g. a scratch instance for a heavy test render while the primary scene stays untouched.
list_instancesshows every reachable instance. Instance0is the primary (C4D_MCP_PORT); the others live onC4D_MCP_PORT + id, so ids stay stable across server restarts and instances a previous session launched are picked up again.launch_instancestarts another Cinema 4D withg_allowParallelInstance=true(Cinema 4D's own switch that lifts its one-instance-per-installation rule), its own bridge port, and the server's environment — token and opt-ins included. A cold start takes 1–2 minutes and several GB of RAM per instance;C4D_MCP_MAX_INSTANCEScaps the total (default 3, primary included).- Every other tool gains an optional
instanceargument. Calls without it go to the active instance (set_active_instance). When issuing calls in parallel against different instances, passinstanceexplicitly — the active instance is shared session state. stop_instancequits a secondary instance, discarding its unsaved documents. It never targets instance0, and the bridge only honoursquitwhenC4D_MCP_ENABLE_MULTIINSTANCEis set in its own environment — true for launched instances, not for a Cinema 4D you started yourself.- Instances launched by the server keep running when the server exits. All instances share one preferences folder, and the last one to quit writes the preferences — avoid changing settings in scratch instances.
Security
Even without exec_python, many tools mutate state: call_command, set_params, import_scene, render, remove_entity, save_document, open_document, new_document. Treat the bridge like a local shell, not a sandbox.
exec_pythonis opt-in. It runs unrestricted Python on Cinema 4D's main thread (file I/O, subprocess, network). Hidden and rejected by the bridge unlessC4D_MCP_ENABLE_EXEC_PYTHON=1is set on both the MCP server process and the Cinema 4D process. Turn it back off when you no longer need it — set-and-forget is how accidents happen.- Python-bearing plugin types are opt-in too. Python tag (
Tpython), Python generator (Opython), MoGraph Python effector, Python field (Fpython), and the Xpresso Python operator all store caller-supplied source code in their container and run it on scene evaluation — i.e. they are RCE-equivalent toexec_python. The bridge refusescreate_entity,set_params,apply_xpresso_graph, andtake_overrideoperations targeting these types unlessC4D_MCP_ENABLE_PYTHON_OPS=1is set on the Cinema 4D side. Listing / reading / removing existing instances is unaffected. - Set a shared-secret token (
C4D_MCP_TOKEN). Localhost is not a trust boundary — any local process running as your user can otherwise connect. See Client configuration for the JSON snippet. - Loopback default + remote opt-in. The bridge binds to
127.0.0.1by default. BindingC4D_MCP_HOSTto a non-loopback interface refuses to start unlessC4D_MCP_ALLOW_REMOTE=1is also set — guarding against a one-character typo (0.0.0.0) exposing C4D to the LAN. - Multi-instance mode spawns processes. With
C4D_MCP_ENABLE_MULTIINSTANCE=1,launch_instancestarts Cinema 4D executables. The binary comes only fromC4D_MCP_EXEor the default install location — never from tool arguments — and the new process inherits the server's environment, so the token and everyC4D_MCP_ENABLE_*opt-in apply to it as well. Off by default. - Only connect MCP clients you trust. Review their tool-use permissions so mutating tools (especially
exec_pythonif opted in) are not auto-approved. - Indirect prompt injection via scene content. Scene data (object names, parameter strings, imported file paths) flows back to the LLM through
list_entities/describe/get_container/dump_shader/get_mesh. Whenexec_pythonis enabled, a malicious string in a scene can steer the model into running arbitrary Python. Don't runimport_sceneagainst untrusted.c4d/.fbx/.abcfiles whileexec_pythonis on, and rely on your MCP client's per-call approval forexec_python/call_command/save_document/import_scenerather than blanket-approving them. - Audit log. Every
exec_pythoncall records the code body to the local bridge log (%TEMP%/cinema4d_mcp_bridge.logon Windows,$TMPDIR/cinema4d_mcp_bridge.logon macOS) for after-the-fact review. The log is append-only with no rotation — prune it manually if it grows.
export C4D_MCP_TOKEN="$(openssl rand -hex 16)" # set in C4D launch env too
npx -y @kumoproductions/mcp-cinema4d
Troubleshooting
| Symptom | Likely cause / fix |
|---|---|
Cannot connect to Cinema 4D bridge at 127.0.0.1:18710 | C4D isn't running, plugin didn't load, or a firewall is blocking localhost. Check the C4D console for the listening on … line and look at %TEMP%/cinema4d_mcp_bridge.log (Windows) / $TMPDIR/cinema4d_mcp_bridge.log (macOS). |
Plugin loads but the listening line never prints | Usually a Python import error in cinema4d_mcp_bridge.pyp. Inspect the C4D console; common cause is leftover stale files from an older install — delete the destination folder and re-extract the latest release zip, then restart C4D. |
listening on 127.0.0.1:18710 fails with OSError: address already in use | Another process already owns that port. Either quit it, or set both C4D_MCP_PORT (C4D side) and the same value on the MCP server launch command. |
unknown command: <tool> | Bridge plugin is older than the npm package. Download the matching release zip, re-extract it into your plugins folder, and restart C4D. |
object name '…' is ambiguous | Two or more scene objects share the name. Use a path-based handle: {kind:"object", path:"/A/B/C"}. Candidate paths are included in the error. |
exec_python is disabled on this C4D instance | exec_python is off by default. Set C4D_MCP_ENABLE_EXEC_PYTHON=1 in both the Cinema 4D launch environment and the MCP server env map, then restart C4D. See Security. |
requires C4D_MCP_ENABLE_PYTHON_OPS=1 … | You tried to create or edit a Python-bearing entity (Python tag, Python generator, MoGraph Python effector, Python field, Xpresso Python operator). Off by default. Set C4D_MCP_ENABLE_PYTHON_OPS=1 in the Cinema 4D launch environment and restart. |
Still stuck? Open an issue with the bridge log, your OS, Cinema 4D version, and the tool call that failed.
Known limitations
modeling_command make_editableis unreliable on Cinema 4D 2026. The SDK'sSendModelingCommandhandling ofMCOMMAND_MAKEEDITABLEshifts across builds — sometimes it returns the new polygon object, sometimes it removes the source without inserting a replacement. Usecurrent_state_to_objectinstead when you need a guaranteed polygon copy (the bridge inserts the result for you and returns its handle).list_graph_node_assetscan return an empty list on builds where the Maxon asset repository doesn't expose node-template assets through the usual query path. The tool still returnssupported: truewith shape-correct output; treat an emptyassetsarray as "discovery unavailable on this C4D build" and pass$typeasset ids you already know (e.g. fromlist_graph_nodeson an existing material).- Node material friendly names vary.
apply_graph_descriptionaccepts the declarative$typestrings documented by Maxon (e.g."Standard Material"), but the resolver varies between 2024 / 2025 / 2026 builds — when in doubt, pass the fully-qualified asset id returned bylist_graph_node_assets/list_graph_nodesinstead. exec_pythonis the only way to seed classical-shader fixtures. A handful of E2E tests (fordump_shader) need to build a shader tree before asserting on it, so they skip cleanly whenC4D_MCP_ENABLE_EXEC_PYTHONisn't set on both sides. The tools themselves don't requireexec_python.- Older Cinema 4D versions are not tested. The CI + E2E suite targets C4D 2026. The bridge guards optional SDK constants with
getattrfallbacks, so most tools likely work on 2024 / 2025 as well — but we don't verify that and won't accept bug reports that don't reproduce on 2026.
Contributing
See CONTRIBUTING.md for setup, the development loop, how to add a new tool, coding style, and the PR flow.
License
MIT © 2026 kumo.productions, Inc.
Trademarks
Cinema 4D® and Maxon® are trademarks of Maxon Computer GmbH. This project is an independent, unofficial tool, not affiliated with or endorsed by Maxon.
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