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Table Of Contents
75AutoRigger and CMotion
In the Attribute Manager you will see the Character object’s initial settings. Numerous parameters are available
here. When a Character object is created, its Object tab is active by default. This tab contains 4 menus: Build,
Adjust, Binding, Animate and represent the 4 steps required to complete an animatable character.
Directly below these tabs is the Template selection menu in which you can select the type of character rig you
want. You can select from Advanced Biped, Biped, Quadruped and many more. For this tutorial, select Biped.
This will let you create the rig for a humanoid biped. The rig that we will use in this tutorial is well-suited for
controlling (animating) a human character. More detailed rigs that offer much more complex control systems
can be created using the Advanced Biped rig. The Quadruped option, for example, makes it possible to create
a rig for four-legged creatures.
Selecting the Biped option hasn’t yet done much with regard to creating a rig. Directly below the Templates
options is the Components menu, which contains a Root button. Clicking on the Root button will generate
a pelvis, which in turn will be used as the starting point for the entire rig. Once the Root has been created,
another button will appear – the Spine (Fk) button. Clicking on this button will create a spine that is connected
to the pelvis. Click on the arrow at the right and 2 options will be made available: FK (forward kinematics) and
IK (inverse kinematics). Select the IK option. Additional options will be made available, which let you create a
head, arms and legs.