![]() The Standard Character Creator skeleton starts with a root joint. However, you don’t have to rig every joint. If you rig a more customized character, you’ll have to assign them manually. If you are using one of the standard Character Creator models, joints will be assigned automatically. See the Quick Rigging Tool page to learn more about doing this. In this window, you’ll need to set an appropriate joint for every point/slot. The Quick Rigging Tool window will appear: There, click the Quick Rigging Tool button: The Rigging Tools window should appear:ģ. The easiest way to do this is to use the Quick Rigging Tool:Ģ. ![]() Now you can proceed to rig the character. This should be done for both arms and legs Creating the Rig On the Manipulators tab, enable Fix rotation step and set the value to something like 5:ĥ. So for the rig to work properly we need to give the limbs a slight bend:ģ. Rigging a model like this would lead to issues with Direction Controllers. ![]() Preparing For Riggingīy default, models from Character Creator have their limbs forming straight lines. However, to be able to properly animate the model in Cascadeur, you’ll need to create a rig for it. Once you have an FBX file, import it to Cascadeur.To do this, select either Import FBX/DAE → Scene or Import FBX/DAE → Model from the File menu. If you are planning to use 60 fps, set an empty Cascadeur scene to 60 fps before importing the model.If you are planning to use 30 fps animation, set Frame Rate to 30 during export.To avoid possible inconsistencies, we recommend using one setting for both programs. By default, Character Creator exports animation with 60 fps, while Cascadeur uses 30 fps.
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