Avoid Modifier

This modifier will change particle direction to avoid other objects in the scene.


This is the modifier's interface:

For the 'Groups Affected', 'Mapping', and 'Falloff' tabs, and for the buttons at the bottom of the interface, please see the 'Common interface elements' page.



Uncheck this switch to disable the modifier.


Independent [default setting]

In this mode, the modifier will work in the same way as a standard Cinema 4D particle modifier: particles will be affected if they come into the field of effect of the modifier. X-Particle Actions have no effect on the modifier in this mode.


In this mode, the modifier will only act on a particle when told to do so by an Action. Until that point, the particle will not be affected, but once activated for a particular particle, the modifier will continue to influence it as long as it is in the field of effect of the modifier. The modifier's effect on a particle can be halted by means of another Action, if desired.

Detection Distance

This is the distance in scene units at which the particle will detect that there is an object to be avoided. The shorter this distance, the closer the particle will get to the object before starting to turn to avoid the object. If you set this too low (e.g. less than the distance the particle will travel in one frame), the particle may fail to avoid the object altogether.


Applies some random variation to the 'Detection Distance' so that the particles don't all start to avoid the object at the same time.

Object Shell

This applies a scaling factor to each object so as to create an 'invisible shell' around the object. This shell is what the particle will actually avoid. The default is 1, which sets the shell to be the same size as the object, meaning that the particles will only just avoid the object. Set to a higher number, the particle will avoid the object by a wider margin.


Drag the objects you want the particle to avoid into this list. You can add any kind of polygon object, or an object that would be a polygon object if it was made editable (e.g. object primitives, C4D generator objects, the Mograph cloner, etc.) but not objects without polygons (e.g. splines, lights, etc.).