Animation behaviors define how objects are handled within a scene.
This behavior sets several basic object parameters. Every scene object has this behavior.
Defines how the object is rendered in the Viewport window.
- Visible - the object is rendered in the Viewport.
- Hidden - the object is not rendered in the Viewport. Hidden objects can be made visible by pressing (see Hiding Tool).
- Invisible - the object is not rendered and cannot be made visible by any means other than switching this setting to some other value.
If this is enabled, the object can be selected.
This is the object type used for determining if the object should be rendered in a particular Edit Mode.
The parent of the object.
The type of the object.
The unique identifier of the object.
This behavior defines how the object is positioned in the scene. Most of the scene objects have this behavior (the exception being Edges and custom objects created using Node Editor).
The coordinates of the object in the global space.
The coordinates of the object in the local space in relation to its parent?
The rotation of the object across three global coordinate axes.
The object’s rotation across three local coordinate axes
This is specific for three-dimensional objects:
The scale of the object. Specific for the objects that can be scaled:
The name of the Animation Track on which the object is situated.
Connection point two body
The position of the point in local coordinates related to the first Rigid Body.
The position of the point in local coordinates related to the second Rigid Body.
The coordinates of the point the point controller is attracted to (in global coordinates).
Defines how the object is mirrored.
The type of the mirroring for this object.
Sets the coordinate plane used for rigging. This parameter is necessary for correctly mirroring box controller rotations.
This parameter defines how the object is rotated in its “neutral” position (the one used for rigging).
If this value is true, the object is fixed.
This parameter sets the rotation order used for the selected object.
When you export your animation, custom rotation order might be necessary to bypass the gimbal lock problem. This problem does not occur in Cascadeur itself because instead of Euler angles it uses quaternions for calculating rotations.
If this is enabled, the object is exported to the FBX format. Otherwise, the object is ignored during export.
If this is enabled, the object's transations (changes in its coordinates) are exported to the FBX format. Otherwise, they are ignored.
If this is enabled, the object's rotations (changes in its spatial orientation) are exported to the FBX format. Otherwise, they are ignored
If this is enabled, the object's scale is exported to the FBX format. Otherwise, the scale reamains constant.
Enable this option to remove namespaces during export. For example, a joint named 1:forearm_l will be exported as forearm_l.
When animation is imported, the names of the objects from the FBX file are compared with the names of the scene objects without namespaces.
Used for attaching an additional parent to the object. This additional parent is utilized exclusively for hierarchical selection (when you double-click an object to select it along with all of its children)
If this option is enabled, the object is used for hierarchical selection.
If this is enabled, the additional parent (if it is present) of the selected object is used for hierarchical selection.
The name of the additional parent of the selected object (if present).
This behavior sets the parameter of a Rigid Body. It applies only to this object type.
The spatial orientation of the Rigid Body.
The values of the inertia tensor for the Rigid Body. The components of this vector define how easy it is for the rigid body to rotate across corresponding coordinate axes.
The coordinates of the Rigid Body in the scene space.
The mass of the Rigid Body.
Proto union behavior
Sets the parameters of the Prototype components.
The mass of the Prototype rigid body.
The width parameter for the prototype rigid body.
If this is enabled, the prototype (and the corresponding elements of the rig) is connected to its parent in a “rigid” way.
For example, a part of a character's body should be bound to its parent: if it moves, other body parts should also move accordingly.
On the other hand, a separate object (like something the character holds in his hand) should not be bound to the parent, even though it is hierarchically connected to the character.
Enabled by default.
If this is enabled, a direction controller is added when a hinge connection is created for the prototype component.
Enabled by default.
This parameter should be enabled (or disabled) to flip the Direction controller.
Sets the length of the direction controller.
Should be enabled when you create a second Hinge connection in a row (i.e. when the previous prototype already has a Hinge connection).
A set of parameters exclusive for Camera Objects.
Sets the camera’s field of view.
Additional camera rotation. This parameter includes three Euler angles that can be used to change camera direction without changing its transform rotation.
The vertical proportion of the image captured by the camera.
The horizontal proportion of the image captured by the camera.|
Sets the local coordinates for the camera object.
This behavior sets the parameters for AutoPosing controllers. It is exclusive for this object type.
The coordinates of the AutoPosing controller.
If this is enabled, the controller is considered active and is used for generating poses.Applies only to additional AutoPosing controllers. Main controllers do not have this parameter.