14.0
78 AutoRigger and CMotion
Position the wrist next to the cufinks. Six joints are located because this is where the ngers will be
generated later. To locate the right joint, right-click on the wrist and select the right joint from the list that
appears (…Hand_con+). Now we just have to adjust the ngers and the head and our rig will be ready to be
bound to the character’s mesh.
Binding the Rig to the Character’s Mesh
Before you start binding the rig to the mesh it would certainly be a good idea to save your Project. After doing
so, make sure that the Character object is selected in the Object Manager, i.e. that the rig is selected. In the
Attribute Manager, switch to the Binding tab.
This will again change the appearance of the rig in the Viewport. It will again be made up of joints and bones.
Double-check the position of the bones and joints before getting started. The Binding tab contains an inclusion
eld (Objects). Simply drag the polygon objects body and eyes from the Object Manager into this field. If you
need to place multiple objects into this field you can do so by either dragging each object individually or by
using the Object eld’s Start Pick Session function (click on the arrow in the white circle or right-click on
Object eld). Note: Do not click and release. This will display the selected object‘s attributes and the Bind
function‘s Object eld will temporarily be hidden. If this happens, select the character object anew.
Note: Do not place the HyperNURBS object into the Object eld.
This more-or-less completes the binding of the rig to the character’s mesh. However, before we move on to
the Animation menu where we will actually move our character, we still have to complete one more important
step. Don’t forget that the rig that we just bound to our character’s mesh is much more complex than it
looks. Numerous bones, Null objects and Controllers are needed in order to make the rig behave correctly
when animated. These have already been generated automatically by CINEMA 4D but are not visible. These
components are actually irrelevant for the person(s) creating the animation.
Important for the animators are the Controllers. These Controllers represent virtual strings of a marionette –
which our character de-facto is. Hence, we only need these Controllers to be visible. Too many elements in the
Project would clutter up the view and slow your workflow.