• Home
  • Rigging Guide

Rigging Guide

  • Home
  • Rigging Guide

A rig is a set of components attached to a character. Rigs in Cascadeur serve two main purposes:

  • First, they allow you to pose and animate characters
  • Second, they allow Cascadeur to calculate how character’s body parts should move to make animation physically accurate

If you have a model of a character, and you want to animate it in Cascadeur, you’ll need to:

  • Import it to Cascadeur
  • Create a rig for it

Importing Models

Rigs in Cascadeur are attached to character’s skeleton. For a model to be suitable for rigging, it should consist of the following parts:

  • a Mesh (the model itself)
  • a skeleton - a set of joints attached to the model

Your model should also be presented in a format supported by Cascadeur. Currently, Filmbox (FBX) and Collada (DAE) formats are supported.

Import your model to the scene by selecting File → Import → Add model… from the menu.

After this, the model should appear in the Viewport window.

Creating Rigs

The process of creating a rig consists of two parts:

  • First, you attach prototype objects to the character’s joints
  • Then, Cascadeur uses these prototype objects to generate a complete rig

Before starting to build a rig, make the following preparations:

  • Switch to the Joint Mode - this mode is used for creating rigs
  • Enable Prototype objects in the Visible and Selectable menus - otherwise, you won’t be able to see and manipulate the prototypes you create
  • Open the Rigging tool window by selecting Objects —> Rigging tool

Now, you are ready to start rigging your character. What to do next?

  • See the Prototype Objects chapter to learn what kinds of prototype objects are there and what purposes they serve
  • See the Rigging Tool chapter to learn what tools you have available for creating prototypes
  • See Rigging Tutorial to learn how prototypes should be placed on the character skeleton
  • Consult the Common Issues page if you encounter any problems


See Also

How to Replace a Mesh

Controller Hierarchy

Standard Masses

Was this article useful to you?