16.0

77AutoRigger and CMotion
First we will position the rig relative to the mesh. Select the Root object in the Object Manager and use the
Move tool to move it upwards until is centered on the character’s pelvis. Don’t forget to check the position
in the side view to make sure the Root object is centered there as well. Use the Scale tool to enlarge the rig
to match the mesh. Don’t worry if individual components are too short or too long – we will fine-tune these
as well. Once the rig roughly matches the mesh we can begin with the fine-tuning, which will be done using
the Move tool. Start with the legs by clicking on the joint at the top end of the upper leg and repositioning it
accordingly. CINEMA 4D automatically mirrors this adjustment on the other leg. Make sure to also check your
work in the side view.
A tip for positioning extremities: Arms, legs and fingers/toes (if present) are structured hierarchically. If, for
example, an upper leg is moved, the lower leg and foot will move accordingly. Therefore you should always
make sure to work from the inside out or downwards in the hierarchy.
If you should want to subsequently move one of the higher-level points (e.g., the thigh), the subordinate points
(knee, ankle, etc.) will automatically be moved with it. To prevent this from occurring, press the 7 key while
moving the thigh, which will let you move the parent object without affecting the subordinate objects.
Continue positioning the rig down to the feet and make sure the feet point slightly outward. This can be done
more easily from the top view.
We will now continue with the spine and the arms. The spine should not be placed towards the rear as in a real
body but rather near the center. Next, position the shoulders and arms accordingly.
Another tip: Joints such as knees and elbows deform the character significantly when animated. Therefore,
you must make sure that enough geometry is present at these locations in order to handle these deformations.
On our character you will see that the knee and elbow regions have three polygon rings. Place the rig’s
corresponding joints at the center of these rings so the bones will have an optimal influence on the mesh.
Furthermore, you should make sure that the knees and elbows have a very slight bend, as in reality. Polevectors
are used for these joints internally, which define the direction in which the joint will bend. By slightly bending
the knees and elbows, the final rig will be better adapted to the mesh.