19.0

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 (anima-
ting) 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.