
BlenderAe2
by Salt Media
BlenderAe2 by Salt Media transfers 3D data and objects between Blender and After Effects in both directions, covering vertices, 3D layer transforms, camera data and layer synchronization.
by shouwang·Workflow
Images © shouwang. Used for product review; image policy.
This one earns its place as a single-format bridge: it handles only Cinema 4D (.c4d) and does the conversion in the Super3D cloud, so no Maxon seat is needed locally. Just note the round trip is geometry-focused. MoGraph rigs, shader graphs and animation don't survive intact, so treat imports and exports as a starting point rather than a lossless transfer.
Super3D Import & Export .C4D moves scenes between Blender and the .c4d format, the native scene format for Maxon Cinema 4D used for broadcast motion graphics, MoGraph effects and product visualisation. Those scenes can carry meshes, splines, MoGraph clones, deformers, Standard and Redshift materials, and rigged characters. The add-on adds dedicated import and export entries to Blender's File menu.
Conversion runs through the Super3D cloud service, so Blender stays lightweight and no Cinema 4D install is required. On import, you pick a .c4d file, the add-on uploads it for conversion, and the result is downloaded and merged into your active scene. On export, the scene is written to OBJ on the main thread, then converted to .c4d and saved to disk.
Some data is format-specific. Import preserves visible mesh geometry, object hierarchy and naming, with splines, lights and cameras on a best-effort basis; live MoGraph effectors and dynamics bake to static geometry, and Redshift or Octane shader graphs become principled approximations. XPresso nodes are not preserved. On export, procedural shaders bake to image-textured Standard materials, and animation is not exported in this build.
Super3D Import & Export .C4D is best for motion designers moving to Blender who want to carry a C4D back catalog across, studios receiving client-supplied .c4d files to render in Blender, and Redshift or Octane artists bringing C4D-built shading networks over as a starting point.
Super3D Import & Export .C4D is completely free to download and use.
Super3D Import & Export .C4D does not require Cinema 4D or a Maxon license on your machine. The conversion runs in the Super3D cloud service, so your local setup never needs C4D installed. You only need Blender and an internet connection, since files are uploaded for conversion and results are downloaded back into your active scene. This keeps Blender lightweight while still handling the native .c4d scene format. If you receive client-supplied .c4d files, you can bring them in and hand refined models back out without owning a Maxon seat.
Super3D Import & Export .C4D is tested on Blender 4.2 through 5.1, and its legacy bl_info entry covers Blender 4.0 and later. It ships as a focused add-on packaged for the .c4d format under GPL licensing. If you run a version inside the tested range, you can expect the documented import and export entries to appear under Blender's File menu. For versions outside that tested window, behaviour is less certain, so checking the developer's page for the latest compatibility notes is worthwhile before relying on it in production.
Super3D Import & Export .C4D bakes MoGraph cloner geometry to static meshes during conversion, so the visible result carries across into Blender. The MoGraph rig itself does not survive the round trip, meaning live effectors and dynamics become static geometry rather than procedural setups. XPresso and scripting nodes are also not preserved. Treat imported cloner output as finished geometry rather than an editable MoGraph system. If you need the procedural behaviour back, you would rebuild it in Blender, since the add-on focuses on transferring the resulting meshes, hierarchy and naming.
Super3D Import & Export .C4D can be installed alongside other Super3D format add-ons without conflicts. Each format ships as a separate extension with its own ID and operator names, so multiple bridges coexist in the same Blender install. That means you can add other Super3D format bridges next to the Cinema 4D one and keep their menu entries and operators distinct. The .c4d bridge adds its own File → Import and File → Export entries labelled Super3D: Cinema 4D (.c4d), keeping the workflow contained to the single format it handles.
Super3D Import & Export .C4D is listed as free in this catalog. For current licensing terms and any pricing details, check the developer's page, since those can change over time. The add-on itself is packaged under GPL licensing and handles the Cinema 4D (.c4d) format through the Super3D cloud conversion service. Beyond the add-on, you only need Blender and an internet connection to run imports and exports, as no local Maxon or Cinema 4D installation is required for the conversion to work.

by Salt Media
BlenderAe2 by Salt Media transfers 3D data and objects between Blender and After Effects in both directions, covering vertices, 3D layer transforms, camera data and layer synchronization.

by MACHIN3
Machin3Tools is a continuously evolving collection of tools and pie menus for Blender, gathered in a single customizable package. It ships in two base variants, Prime and DeusEx, with the DeusEx variant adding more advanced tools.

by MikhailRachinskiy
3D Print Toolbox is a Blender add-on with utilities for 3D printing. It analyzes mesh volume and surface area, checks and fixes geometry, hollows shapes, aligns models to the print bed, and exports to STL, PLY, and OBJ.

by glukoz
UVPackmaster 4 is a UV packing engine for Blender that packs UV maps on the CPU and GPU, using the Cuda and Vulkan APIs, and can run on the CPU and all system GPUs at once.

by MMD
MMD Tools is a Blender add-on for editing MikuMikuDance (MMD) models. It handles importing and exporting model, motion and pose data, along with chopping and joining parts, plus rigid body, material and motion editing.

by HaughtyGrayAlien
SimpleBake brings PBR and traditional texture baking to Blender from a single panel. Select objects, choose maps, and bake — no special node groups or new workflow, working with whatever materials you've already built.