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Table Of Contents
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. Cinema4D 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.