The Toon Character is 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.
Note
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.
Parameters ¶
Skin LOD
Controls the mesh resolution of the character.
Display Skin
Displays the deforming geometry of the character.
Animation ¶
Control LOD
Changes the level of display for all rig animation controls.
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.
Head World Space Blend
Blend between local and world space for rotations.
FK/IK Blend
Blends between forward and inverse kinematic solutions.
Match FK to IK
Matches the FK rotations to the IK solver end positions.
Match IK to FK
Matches the IK solver end positions to the FK rotations.
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.
Wrist World Space Blend
Blend between local and world space for rotations.
Curved Arm
Applies an effect that causes the arm to appear curved at the mid joint.
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.
Custom Space Blend
Blend between the standard and any custom IK space.
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.
FK Stretch Controls
Applies stretch to an FK solution.
Character Placer ¶
Hook Object
A parent object for the rig.
Rig Translate/Rotate/Scale
Transform parameters for the rig.
Shading and Eyes ¶
Skin Material
The material to attach to the skin.
Light Mask
The light mask to apply.
Rendering Properties
The Properties SHOP to control rendering parameters.
Head and Neck ¶
Use Custom Eye
None
Use default eyes.
From Scene
Use an object from the scene.
From File
Use a geometry object from a disk file.
Scene Object
Path to an object network from the scene.
File Path
File path to eye geometry.
Animation Data ¶
Generate Mocap Rig
Generate a motion capture rig asset from the character.
Source File
Load Autorig animation data from a file.
Refit Tolerance
Tolerance to use when attempting to refit raw keyframes.
Read/Reload
Apply the animation in the specified file to the rig, with keyframes being refit using the tolerance.
File Path
File to write keyframe data to.
Write Keyframe Data
Convert the current animation to keyframes and write out to the specified file.
Preferences ¶
Display Bones
Toggles the display of bones on the rig.
Display Parts
Toggles the display of individual body parts.
Body Part Sub-tabs ¶
Display Animation Controls
Toggles the display of animation controls on the rig.
Control Scale
Modify the per-part control scale.
Control Color
Modify the per-part control color.
Control Level of Detail
Modify the level of detail level for individual controls.