Point Controllers

 

The main elements of the rig used for working with characters are Point Controllers. In the Viewport window, they are represented as black dots which you can select and move by using Manipulators.

Each point controller corresponds to a part of the character model. By changing positions of these controllers, you can adjust the pose of the character.

A character in the Point Controller mode

 

To make Point Controllers visible, enable Point controller mode by pressing the corresponding button on the Timeline.

 

Fixing Point Controllers

Point controllers can be fixed at their positions by pressing R key.

To learn more about fixing controllers, see the dedicated chapter.

 

Forward and Inverse Kinematics

When you edit a pose in Cascadeur, you don't have to switch between forward and inverse kinematics, as both these modes are supported simultaneously. For example, you can select node controllers on a palm of a character’s hand and drag the hand by its palm - or you can select every node in the hand and move the hand right from the shoulder.

 

–°haracter rig is physics-based, so if you, for example, drag character’s hand, it will drag the whole body after it.

 

 

Rotation Pivot

 

To change the pivot point of rotation, you have to:

  1. Select every object that you want to rotate
  2. Click a node controller with the RMB to move rotation pivot to it

 

 

 

 

Stretching and Squeezing

 

Point controllers are placed at fixed distances between each other. As the program calculates character motion, it tries to keep these distances unchanged, but this is not always attainable. In case distances between controllers are distorted, edges between thesm change their colors. Stretched edges are marked with the red color, while squeezed are marked blue.

An example of point edges stretched (left) and squeezed (right)

 

By pressing the F5 key you can reset these lengths to their default values, returning character proportions to normal.

 

See Also

Manipulators

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