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

Walk

The Walk tab allows you to automate the process of setting up your rig to work with CMotion. It is here where you can define hubs, targets, and more to make it as simple a clicking a button to have your character walking in place. These attributes will be used when generating a CMotion by clicking Add Walk in the Character object. You can also include a CMotion object in the template file itself in order to define a more detailed walk. If a CMotion object is present in the template, it will use whatever actions are defined on hubs or targets. So you could add lift actions to your foot controllers and when you click Add Walk, not only will your foot controllers show up as targets (assuming they are properly set up in the component tag), but they will also have the actions used in the template file applied to them.

Walk Cycle

The Walk Cycle parameter determines how CMotion will interpret this component.

None

This object will be ignored in CMotion.

Single Hub

The Single Hub option means that the object will be created as a Hub, and it cannot have targets applied to it.

Hub (Targets)

This option will make the object in the Controller slot a Hub and allow it to have Targets as a Child.

Target

This option will make the object in the Controller slot a Target.


Driver

The driver drop-down correlates to the driver setting found when you have a Hub or target selected in CMotion. The Driver setting defines how forward motion is handled for each object.

None

The Hub or Target will stay put and not move forward or change it's orientation (will not follow a Spline Path or Straight Line). This is useful for things like an FK Spine, where you want to add actions to them based off of their parent's actions. So as the first spine controller rotates, the other Child controls will follow along, and your actions will be added to this inherited motion.

Hub

The selected Target will follow the position and orientation of its parent Hub. This is usually not a good option for targets set to steps, since they will subsequently slide on the floor. This option is only available if Walk Cycle is set to Target.

Path

This option will calculate each step based on the Stride and Time parameters found in the CMotion object. This option is similar to Steps mode, except the steps won't be placed on the floor automatically and will instead remain at their initial height. This is a good way to animate hands IK controllers, for example.

Steps

Steps will calculate the steps positions based on the Stride and Time parameters, and place the affected objects on the floor, as defined in the Pose tab of the CMotion Object. This option is only available if Walk Cycle is set to Target.

None
Path

Controller

This link slot should specify the object within the component that should act as a hub or target. In many cases, the object may be a controller rather than the object to which the Component tag is applied. If this slot is left blank, the object which the Component tag is applied to will be used.

H. Offset [-∞..+∞m]

This option shifts the X position of the Hub or Target compared to the rest pose. Typically, a rig will be built in a T-Pose with the arms out to the side. However, when you walk, you do not walk with your hands so far out to the side. By using this setting, you are able to bring elements closer to or further away from your characters body.

Mirror H. Offset [-∞..+∞m]

This setting is similar to H. Offset, but this setting gets used if a component has the Mirrored option checked (only visible if, for example, Character is set to Complete Hierarchy in the Object Manager’s Display tab and one of the Component tags is selected) in the Advanced tab of the Component tag. This offsets the mirrored component differently than the H. Offset for the original component.

V. Offset [-∞..+∞m]

This setting allows you to shift the Y position of the Hub or target compared to their rest pose. It is very similar to H. Offset except it positions the hub or target vertically.

Mirror V. Offset [-∞..+∞m]

This setting allows you to shift the Y position of a hub or target that is mirrored from the current component.

Phase [-100..100%]

This option will offset the timing of the actions attached to the Hub or Target. This is a great option to refine your animation by creating follow-through or cascading actions(head rotation of the character being delayed a bit after each step is a great way to simulate weight for example).

Mirror Phase [-100..100%]

This setting will set the Phase value for a mirrored component. For a typical walk cycle, the Mirror Phase of the Leg target should be offset 50% from the Phase so curve alternates for each leg.

Pos [-∞..+∞]

This option shifts the Z position of the Hub or Target compared to it's rest pose.

Mirror Pos [-∞..+∞]

This setting will offset the Z position for a mirrored component.

Pos Delta [-∞..+∞]

The Pos Delta option adds the value to each added component's Pos value. For instance, if you are editing your leg component and the Pos is set to 0 and the Pos Delta is set to 15, that means the first leg you create would be at 0, the second at 15, and the next leg at 30.

Phase Delta [-100..100%]

The Phase Delta option is similar to the Pos Delta, but it instead affects the Phase of each component created.

 Hub

The Hub group allows you to specify what object should be considered the hub by the current target based on what components are available, similarly to how the Insertion rules work.

Add

Click Add to add a new Hub rule.

Remove

Click to Remove the last Hub rule in the list.

Parent

This setting defines when this target should be made a Child of this particular rule.

Character

This option means if the Parent is the Character object that this object should be added as a Target to the object in the Hub field.

Any

This option means that for any component that is a Parent, it should be added as a Target to the object in the Hub field.

Hub

This option means that if the Parent component is set to be a Hub, then it will be added as a Target to the object in the Hub field

Only

Only means this object will only be added as a target to the object in the Hub field if the Parent component matches the component in the Component field

Type

Type means this object will only be added as a target to the object in the Hub field if the Parent component matches the type of component found in the Component field.

Name

The Parent component's name matches the name found in the Name slot, then the object will be added as a target to the object in the Hub field.

Component

This setting defines when this target should be made a Child of this particular rule.

Character

This option means if the Parent is the character object that this object should be added as a Target to the object in the Hub field.

Any

This option means that for any component that is a Parent, it should be added as a Target to the object in the Hub field.

Hub

This option means that if the Parent component is set to be a hub, then it will be added as a Target to the object in the Hub field

Only

Only means this object will only be added as a target to the object in the Hub field if the Parent component matches the component in the Component field

Type

Type means this object will only be added as a target to the object in the Hub field if the Parent component matches the type of component found in the Component field.

Name

The Parent component's name matches the name found in the Name slot, then the object will be added as a target to the object in the Hub field.

Component

This slot defines the component type to be used. It is only active if Parent is set to Type or Only. The object that is dropped in should be the object with the Component tag applied to it.

Name

When Parent is set to Name, this field becomes available and allows you to set the Name of the component / object you wish to use.

Hub

The controller or object that will be used as the hub.