Reference Cinema 4D Cinema 4D Visualize, Broadcast, Studio Character Animation Character Component
Function available in CINEMA 4D Studio
Character Component

Basic Tag Insertion Mirroring Include Materials Layers Selection Bind Adjustments Hotspots Notes Animate Walk Python Advanced

Adjustments

In this tab you can completely control how the component will behave when the Character object is in Adjust mode. This tab allows you to specify which objects should be visible and adjustable, and control how expressions are evaluated during and after adjustment.

Without proper settings here, you can run into issues when you exit Adjust mode, as illustrated in the image above. If you adjust a component as shown on the left and exit adjust mode, the result could easily resemble the image on the right due to improper settings in the Adjustment tab. The image below demonstrates the proper result, with the joint chain matching the settings made in Adjust mode. Proper Adjustment settings are key in developing a robust, flexible and intuitive rig template.

In these examples, you can see the joint chain on the right matches our adjustments on the left which is exactly as we want.

Update Preferred

With this option enabled, the Character object will automatically update any Preferred Rotation values (see also Use Preferred) defined for Joint objects within the component based on the rotation values of the adjusted joints.

Update IK

With this option enabled, the Character object will automatically update the rest pose stored within the component's IK tag to the newly adjusted values.

Align

When enabled, joints will automatically be aligned during the adjustment process.

Root

The object linked here will define how the component will be handled when using PSR tools in Build or Adjust mode. The object linked here will be manipulated via these tools when the built component is selected in the Object Manager. If this is left empty, the object with the component tag will be used. Note that this affects Build and Adjust modes only; in Animate mode, the object linked in the Main Controller attribute in the Tag tab will be used.

 Freeze

These settings let you define which coordinates should be frozen. This ensures that clean (zeroed), local coordinates are applied.

Position

Enable this option to freeze the components’ object and control object positions.

Scale

Enable this option to freeze the components’ object and control object scale.

Rotation

Enable this option to freeze the components’ object and control object rotation.

 Objects

This group is where all of the object-specific adjustment rules are defined. Each of these rules is very similar to a constraint, with an object linked or constrained to another object in a particular way. Just by glancing at the object list you can see what object will be constrained, the link it will be constrained to, the type of constraint, and whether or not it is enabled.

Contextual Menu

When right-clicking in the objects list you can access a context menu.

New Folder

New Folder allows you to create a folder in the Objects list for the purpose of organizing the rules.

Select Object

Select Object will select the object specified the Link field (the object associated with the rule).

Select All

Selects all the Adjustment rules in the Objects list.

Deselect All

Deselects all the rules in the list.

Copy

Copies the selected Adjustment rule to the clipboard

Paste

Pastes the Adjustment rule from the clipboard as a new rule.

Replace

Replaces the selected rule with the rule in the clipboard.

Enable

Enables the selected rule if it is currently disabled.

Enable All

Enables all adjustment rules. This option is only available if at least one rule is disabled.

Disable

Disables the selected adjustment rule.

Disable All

Disables all rules. This option is only available if at least one rule is enabled.

Remove

Removes the selected rule from the list. The result is the same as clicking the Remove button.

Remove All

Removes all rules from the Objects list.

Auto Links

With this option enabled, the Character object will automatically apply object-specific adjustment rules based on existing constraints, IK goals and other object relationships, eliminating the need to manually define these rules.

Add

This button will add a new adjustment rule.

Remove

This button will remove the selected adjustment rule.

Type

The type of adjustment rule must be specified here.

PSR

This option is for matching the Position, Scale or Rotation of one object (the object in the Link field) to that of another object (the object in the To field). The existing offset between the Link and To objects will be maintained.

Children

If enabled, the Link object's Child objects will be included in the adjustment. The behavior would be the same as if you moved / scaled / rotated a Parent object that had Child objects. This option is available in all modes except Point Index and Points modes.

To

The with parameter will be treated differently depending on the Type setting. For all types except for Plane, the linked object will follow the with object. For Plane, the first of three objects defines the layer.

Position

If enabled, the object in the Link field will follow the position of the object in the To field.

Scale

If enabled, the object in the Link field will follow the scale of the object in the To field.

Rotation

If enabled, the object in the Link field will follow the rotation of the object in the To field.

Align

This option is only editable if Rotation is disabled. This option will re-align the object as it is adjusted. So if a joint is moved but not rotated, it will align the joint to ensure proper orientation.

Axis

With this option enabled, only the axis of the object in the Link field will be adjusted, but not the object itself.

Plane

Using this type, you can constrain objects within a particular plane. For example, Pole Vectors control the plane of IK chains. A simple PSR link won't be sufficient if you are adjusting your rig in multiple dimensions. The placement of the Pole Vector must be related to the plane defined by 3 objects. Place each of the 3 objects in the To, With, and And slots to define the plane.

Link

This is the object you want to be constrained. The position, scale, rotation or points of this object will be adjusted based on the rule type.

To

Depending on the rule Type, the To slot will be handled in different ways. For types other than Plane, the Linked object will follow the To object. In the Plane type, it is the first of 3 elements that define the plane.

And

This field is only available if Type is set to Plane and is the third and last object of which the layer is made up.

Distance

This allows you to control the distance between the plane and the Link object, as a percentage of the distance between the To and the And objects. As the plane grows so does the distance. A lower value means the size of the plane has less influence on the distance.

Aim

This option will cause the object in the Link field to continually point towards the object in the To field, in the same way as an aim constraint.

Axis

This option defines which axis of the object in the Link field should be aiming at the object in the To field.

Point Index

The Point Index type allows you to link a specific point of the object in the Link field to the position of the object in the To field.

Index [-2147483648..2147483647]

This field determines which point of the object in the Link field will be linked to the position of the object in the To field.

Points

Using the Points type, the positions and/or size of point-based objects or point selection sets can be modified based on the adjustment. This is useful particularly for modifying the shape and size of spline-based controllers based on the size and shape of the adjusted rig.

Mode

Determines how the points will follow the objects to which they are linked.

PSR

In this mode, the points of the object or the point selection tag in the Link field will match the position, scale, and rotation of the object in the To field. This mode is essentially the inverse of PSR adjustment type with Axis mode checked, but this mode leaves the axis alone and only moves the points.

Pos

The Pos mode adjusts only the position of the object's points or those of a point selection tag in the Link field, with relation to the position of the object in the To field.

Pos/Size

With this mode, the points in the Link field will be positioned and sized (scaled from the axis or center of selection) in relation to the object in the To field. The size is determined based of the distance between the object in the To field and the object in the With field. As this distance increases, the points of the object or the selection tag will be scaled based on the Size attribute.

Size

Size mode will change the size of the points in the Link field based on the distance between the object in the To field and the object in the With field. As this distance increases or decreases the points will be scaled up based on the percentage in the Size attribute.

Python

Code

Using the Python type, you can specify custom adjustment rules through custom Python code. See Python tab for more information.

 Parameters

In this section you can define rules which link the value of a parameter to the distance between two objects. In a light rig for example, you could link parameters such as the Falloff or Outer Angle so these increase or decrease in relation to the distance between the light and its target.

Add

Adds a new parameter link including all appropriate settings.

Remove

Deletes the selected parameter link.

Link

Specify the object which contains the parameters that should be adjusted.

From

Place an object in this field. The distance between this object and the To object will drive the values of parameter set in the Parameter drop-down menu.

To

Place an object in this field. The distance between this object and the From object will drive the values of parameter set in the Parameter drop-down menu.

Param

This drop-down will list all of the available parameters for the object in the Link field. Specify the parameter to be adjusted.

 Handles

The Handles group specifies which objects will be used as adjustment handles that can be manipulated by the user to resize the rig. These are visible while in Adjust mode of the Character object.

Mode

If set to Include, only objects listed in the Objects List will be available as Handles. If set to Exclude, all elements of the component except what is in the Object list will be a Handle.

Prevent Changes

If enabled, this option will prevent objects that are not defined as handles from being selected or adjusted. This will prevent the user from accidentally selecting and trying to adjust elements that should not be manually adjusted.

Color

In this example, the same template file is shown with three different color modes. The component itself is red. Modes from left to right: Component, Object and Custom.

Use this option to define the Handle color.

Component

When in this mode, the Handles will be colored according to the Display Color of the tag assigned to the object.

Object

When in this mode, the Handles will be colored according to the Display Color of the individual handle object.

Custom

When in this mode, the Handles can be assigned their own color, which will in turn be used for all component Handles.

Objects

The objects listed here will either be included as Handles, or excluded from being handles depending on the mode you are using (Include or Exclude). The icon to the right of each object allows you to define whether all child objects will also be used as handles (highlighted) or just the linked object (dim).

Contextual Menu

When right-clicking in the objects list, you can access a contextual menu.

Start Pick Session

Use this command to enter a picking session. When in a pick session, you can click on any objects either in the viewport or Object Manager to add them to the list automatically. Press the Esc key to exit the pick session.(or select the next command).

Stop Pick Session

This command (or alternatively pressing the ESC) will end the pick session.

Select Object(s)

Selects the highlighted object(s) in the Object Manager.

Remove

Removes the highlighted objects from the list.

Remove All

Removes all objects from the list.

 Hide

Use this to hide elements while the Character object is in Adjust mode.

Objects

Elements in this list will be hidden while the Character object is in Adjust mode. The icon to far right allows you to define whether Child object will also be hidden (highlighted) or only the linked object (dim).

Contextual Menu

When right-clicking in the objects list, you can access a contextual menu.

Start Pick Session

Use this command to enter a picking session. When in a pick session, you can click on any objects either in the viewport or Object Manager to add them to the list automatically. Press the Esc key to exit the pick session.(or select the next command).

Stop Pick Session

This command (or alternatively pressing the ESC) will end the pick session.

Select Object(s)

Selects the highlighted object(s) in the Object Manager.

Remove

Removes the highlighted objects from the list.

Remove All

Removes all objects from the list.

 Expressions

Certain rigs may require specific expressions to be evaluated during Adjust mode to ensure that the adjustment are properly applied and to prevent a jump from occurring when you exit Adjust mode. When the Character object enters Adjust mode all tags and expressions are turned off by default to allow for adjusting. In this group of attributes, you're able to specify individual tags that should be continually executed while the Character object is in Adjust mode.

Mode

If set to Include, only tags linked in the Tags List will executed while the Character object is in Adjust mode. If set to Exclude, all elements of the component except what is in the Tag List will be executing while the Character object is in Adjust mode.

Tags

The tags listed here will be executed while the Character object is in Adjust mode if set to Include, or if set to Exclude, all tags EXCEPT the ones in this list would be executed while the Character object is in Adjust mode.

Contextual Menu

When right-clicking in the objects list, you can access a contextual menu.

Start Pick Session

Use this command to enter a picking session. When in a pick session, you can click on any objects either in the viewport or Object Manager to add them to the list automatically. Press the Esc key to exit the pick session.(or select the next command).

Stop Pick Session

This command (or alternatively pressing the ESC) will end the pick session.

Select Object(s)

Selects the highlighted object(s) in the Object Manager.

Remove

Removes the highlighted objects from the list.

Remove All

Removes all objects from the list.