i have the same version. there are 3 ways of getting your models form c4d6ce to med. to make it work, the model must only have one texture per object, don't work with frozen selections and multiple materials per model.
1. unanimated models go with 3ds, obj or x. all of them come with c4d6ce.
2. animated models by hand:
a. create your model, animate it to match cinema's timeline (a good value for a walkcycle is 30, my experience, so a walk would be a bit mor than a second)
b. move the timeline slider to 0. export the model as *.3ds and name it model_base.3ds.
c. exporting eg a walkcycle: if your walkcycle ranges from 0 to 30, do the following: move the timeline slider to 0. export the model as *.3ds and name it model_walk_00.3ds. move the timeline slider to 3. export the model as *.3ds and name it model_walk_01.3ds. move the timeline slider to 6. export the model as *.3ds and name it model_walk_02.3ds. continue this way including frame 27, but not 30. you will have 10 what i call "morph target 3ds files" exported.
d. open MED. file>import>from 3ds import your model_base.mdl
e. file>import>append frames from 3ds and select all your model_walk_00.3ds to model_walk_10.3ds (select the first, hold "shift" key and select the last, the click "open". there you go.
3. animated moels via codegardener's *.x plugin:
http://213.239.195.198/~philipp/index.php read the readme, it's pretty useless otherwise as the workflow is a bit complicated.
i recommend the 2nd way as it's the most secure and proven way, 3ds export "bakes" all states and deformations to the mesh, so you can even export wind modifier animations etc that is impossible with the x export provided in the 3rd way.
cheers
felix
btw, added that to wiki.