Toon Character
Creates a ready-to-animate Toon Character.
See also: Biped Auto Rig, Quadruped Auto Rig
This tool puts down a full featured cartoon animation rig, which is animation-ready. The Toon Character rig comes with built-in deformation, facial shapes, as well as squash and stretch ability.
To control the skin’s rendering parameters (Matte, Phantom, Shading Quality, etc.), attach a Properties SHOP in the Rendering Properties parameter on the Shading and Eyes tab.
Using Toon Character
Click the
Toon Character tool on the Auto Rigs tab.
Parameters
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Skin LOD |
Controls the mesh resolution of the character. |
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Display Skin |
Displays the deforming geometry of the character. |
Animation
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Control LOD |
Changes the level of display for all rig animation controls. |
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Set Animation Defaults |
Sets all animation parameter values to their default values. |
Switchers
The controls on this tab are for blending different spaces and control systems.
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Head World Space Blend |
Blend between local and world space for rotations. |
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FK/IK Blend |
Blends between forward and inverse kinematic solutions. |
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Match FK to IK |
Matches the FK rotations to the IK solver end positions. |
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Match IK to FK |
Matches the IK solver end positions to the FK rotations. |
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Stretch Ratio |
Controls the stretch ratio for IK body parts. A value of 0 is no stretch, and a value of 1 is full stretch. Stretch is a percentage of the distance between the end of the bone and IK control. |
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Wrist World Space Blend |
Blend between local and world space for rotations. |
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Curved Arm |
Applies an effect that causes the arm to appear curved at the mid joint. |
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Custom Control Space |
Provides a custom control space to IK solutions. This allows you to lock the controls to an object in world space, independent of the rig space. |
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Custom Space Blend |
Blend between the standard and any custom IK space. |
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Curved Knee |
Applies an effect that causes the knee to appear curved at the mid joint. |
Facial Controls
The controls on this tab are for modifying face shapes and expressions.
Spine
The controls on this tab are for animating the spine of the character.
Head and Neck
The controls on this tab are for animating the head and neck of the character.
Arms
The controls on this tab are for animating the arms and hands of the character.
Legs
The controls on this tab are for animating the legs of the character.
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FK Stretch Controls |
Applies stretch to an FK solution. |
Character Placer
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Hook Object |
A parent object for the rig. |
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Rig Translate/Rotate/Scale |
Transform parameters for the rig. |
Shading and Eyes
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Skin Material |
The material to attach to the skin. |
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Light Mask |
The light mask to apply. |
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Rendering Properties |
The Properties SHOP to control rendering parameters. |
Head and Neck
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Use Custom Eye |
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Scene Object |
Path to an object network from the scene. |
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File Path |
File path to eye geometry. |
Animation Data
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Generate Mocap Rig |
Generate a motion capture rig asset from the character. |
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Source File |
Load Autorig animation data from a file. |
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Refit Tolerance |
Tolerance to use when attempting to refit raw keyframes. |
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Read/Reload |
Apply the animation in the specified file to the rig, with keyframes being refit using the tolerance. |
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File Path |
File to write keyframe data to. |
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Write Keyframe Data |
Convert the current animation to keyframes and write out to the specified file. |
Preferences
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Display Bones |
Toggles the display of bones on the rig. |
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Display Parts |
Toggles the display of individual body parts. |
Body Part Sub-tabs
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Display Animation Controls |
Toggles the display of animation controls on the rig. |
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Control Scale |
Modify the per-part control scale. |
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Control Color |
Modify the per-part control color. |
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Control Level of Detail |
Modify the level of detail level for individual controls. |