The Advanced tab displays very important information that may be useful for debugging but should seldom need to be altered. Each Component tag includes an auto-generated unique identifier which is used to track the related template component for each element within a Character object. The Identifier can be manually specified in order to indicate that a new Component tag replaces one that previously existed in the template (with the same Identifier). If you adjust these attributes incorrectly, Character objects derived from the template may not update properly when the template changes.
In Character Component tags, you will see a unique identifier that gets created when the template is saved as well as a build count. These help track which version of the template was used to build a specific Character object, and prompt the user to update the Character when the related template has changed.
If the Component tag for a Child component of Character object is viewed in one of the extended Manager modes, the advanced tab shows more internal data, including the source template for the component, checksums that are used to detect changes made to the components, links that show the component hierarchy and much more.
Identifiers are the unique IDs for components. If you are trying to replace a component on an existing rig, you will want to make sure the Identifiers match. Hence, when you update your rig, it will use the new component instead of the old.
Clicking this button will generate a new unique Identifier number for your component. This is only visible in the Component tag when its type is set to one of the anatomical types.
This is the unique ID of this particular character template. This will only be seen when the Component tag that is set to the Character Type. This identifier is used to track which version of the template was used when building a Character object. This number will change each time the file is updated and saved.
This number increments each time the template is saved. It provides a quick reference to the template version but is not necessarily unique. For instance, if you are on Build Version 20 and decide to backtrack to Build Version 19, the build version after saving the template will be 20.
This displays the filename of the template from which this character/component stems.
This value shows the Template ID that corresponds with the Identifier of the character Component tag in the template file.
This value shows the Template Build ID that corresponds to the Build Ident of the character Component tag in the template file.
This value shows the Template Version that corresponds to the Build Version of the character Component tag in the template file.
This checksum can be used to calculate and detect changes to the template.
This is the unique ID of a particular component. This is only visible on Component tags that are set to one of the anatomical types, and only on components that have been built via the Character object. This number will change each time the file is updated.
This checksum can be used to calculate and detect changes to the component.
This link slot offers quick access to the next component in the hierarchy. The linked object will be the next object with a Component tag at the same hierarchy level. For instance, arms are typically Child objects (at the same hierarchy level), so the left arm Component tag would have the object with the right arm Component tag linked in the Next slot.
This link slot offers quick access to the previous component in the hierarchy. The linked object will be the previous object with a Component tag at the same hierarchy level. For instance, arms are typically Child objects. So if you created the left arm and then the right arm, and then you selected the right arm's Component tag, it would list the left arm (the object with the Component tag that is) in the Previous field.
The parent option shows you the parent of the currently selected component. In the example above with the arms, if your arms had to be inserted after your spine, when you select one of the arm Component tags, it would list the spine(the object with the spine tag) as the Parent.
The Child option shows you the Child of the currently selected component. In the example above, if your arms had to be inserted after your spine and you then select the spine's Component tag, it would list the first Child component in the Child field, which in this case would be the left arm component.
This option tells the builder internally if the component was mirrored from another component. Hence, if you mirror your left arm to make your right arm, and then selected the right arm Component tag, you would see that this box is checked.
This list shows all the objects that were inserted as part of the original component hierarchy.
The Included list displays all the remaining objects that were inserted with the component but aren't necessarily part of the component hierarchy. This includes controllers and helper components that were defined in the Include tab of the Component tag.