Manipulators are tools used for adjusting character poses.

Manipulators can be selected on the dedicated panel on the Toolbar. Along with manipulators, this panel also includes several other tools.

Panel for selecting Manipulators on the Toolbar

  1. Selector tool
  2. Translate Manipulator
  3. Rotate Manipulator
  4. Scale Manipulator
  5. Global/Local mode switch
  6. Tail mode switch


An example of Select mode used to select elements of the scene for further editing

In this mode, manipulators are disabled. Objects (including controllers) can still be selected, but their positions cannot be adjusted.

Note: you can only select objects of the types that are marked in the Selectable menu.

Hot key: 

Note: pressing  a second time selects a previously used manipulator. This way you can quickly switch between selection and editing tools

Selecting objects is described in the dedicated chapter.


An example of Translate manipulator being used for moving an object across the scene

Used to move selected object along coordinate axes. To move an object, place mouse pointer over an axis (doing so will highlight the axis yellow), hold  and move the pointer.

The square between two axes represents coordinate plane formed by these axes. Use it to move the object along corresponding plane.

Place mouse over the circle at the center of the tool and hold  to freely move the object around the screen space.

Hot key:


An example of Rotate manipulator being used to change spatial orientation of a scene object

This manipulator is used to rotate selected objects across coordinate axes. Axes are represented as circles.

To rotate an object, place mouse pointer over a circle representing corresponding coordinate axis, hold  and move the pointer.

Hot key: 

Rotation is performed across a pivot point which can be set manually. By default, the center of the selected object is used as a pivot point (if multiple objects are selected, pivot is assigned to the one with the highest position in the object hierarchy).

Tail Mode

This option adds "tail" effect to object rotation: when an object is rotated, all its child object rotate with it, like a tail.

This tool also can work in either local or global mode, which can be set independently from the Manipulator operating mode.

Tail mode is used in the Box Controller mode.

Rotation Pivot

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

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


This tool changes the scale of selected objects.

It should be noted that during scaling Cascadeur tries to preserve distances between selected objects (this is true for every kind of editing, actually)

Hot key: none

Like rotation, scaling is performed in relation to a pivot point which can be set manually.

Scale manipulator is often used for editing object Trajectories

Using Manipulators

Holding    while using a manipulator on an object will make the object move ten times slower than normally. This can be used to position objects with greater precision.

You can select a part of a manipulator by clicking it with . You can select any part of a manipulator - an axis, a coordinate plane or the circle at the center - but only one at a time.

When manipulator is selected like this, hold  and move mouse pointer across the Viewport window to move selected objects. If an axis or a coordinate plane is selected, the object will move along it; if the central circle is selected, you can move the object freely in the screen space.

You can also adjust the visual size of the manipulators in the Viewport window. To do this, drag any part of the manipulator while holding  and .

Local and Global Mode

Translate manipulator in Local (left) and Global (right) modes

Every manipulator described above can operate in either Local or Global mode.

In the Global mode objects are moved, rotated or scaled in the world coordinates that are always the same for every object in the scene.

In the Local mode, on the other hand, transformations are applied to objects in relation to object's own local coordinates that depend on the current positions of said object.

Operating mode is set for every manipulator simultaneously.

Hot key: (tilde)

Interval Edit Modes

Manipulators can operate in several modes. These modes can be selected using the dedicated set of buttons on the Toolbar:

Current frame mode

This is the default mode. When it is enabled, all adjustments you make to the scene objects only affect the current frame.

Interval edit mode

When this mode is selected, adjustments made to the objects are applied to every position of these objects on the selected interval. For example, moving an object in one frame will move it in every other frame of the interval.

When this mode is used, Viewport window is marked with a red border.

When an interval is edited in this mode, its type of interpolation is changed to Fixed. This happens because transformation is applied to every frame, not just to key frames.

If you want to avoid this, disable the Fixing interpolation on change parameter on the Settings tab. This way, transformations will be applied to key frames only.

Interval edit mode with fixed pivot

In this mode, manipulators are also applied to every frame on the selected interval, but in relation to a pivot, i.e. to the position of the selected object in the current frame.

Like with Interval edit mode, adjusting an interval in this mode changes its type of interpolation to Fixed.


See Also

Key Frames


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