Rigging Tutorial

 

In this chapter, we’ll be taking a look on how to create a character rig. As an example, we’ll be using humanoid simple model (simple_model.casc file) included in the Cascadeur package.

Before reading this chapter, make sure you’ve done every necessary preparation described in the Rigging Guide chapter:

A model prepared for rigging should look something like this:

Here we have a 3D model with a set of joints attached. What we need to do is to create prototype elements for every joint in your character model.

Where to Start

1. We are starting by rigging character’s spine, moving from the pelvis up to the head. In the Outliner window, unfold the Armature list

2. Select the first joint in the list

3. Now, we need to select a child joint.

Pelvis joint usually have several children. We need to select one that is pointed upwards.

Hold Shift and click this joint to add it to the selection

(we do this so prototype objects we create will be oriented upwards)

4. Click the Add rig elements button on the Rigging tool panel. A set of prototype elements should appear.

Congratulations, you have just created the first element of your rig

Creating the Spine

Now we need to create the rest of the spine, which means our goal is to add a set of prototypes to every joint in the spine.

This can be done by manually creating prototypes for every joint (using the process described in the previous chapter), but there is also a way to speed things up.

5. Now, select the next joint - the same one you’ve selected in the step 3

6. Then, hold Shift and select every following joint

7. Enable the Multiple Create option on the Rigging Tool panel

8. Once again, click Add rig elements. This will create sets of prototypes for every selected joint

9. The end result should look something like this:

Now we have the main part on our rig. It is time to attach limbs to it.

Adding Limbs

Limbs such as arms and legs are often symmetrical. We can use this symmetry to our advantage

We’ll start with the left arm.

10. Select the first joint in the left arm

11. Its name will become selected in the Outliner

12. In this name, find the part that that designates the joint as the one on the left side

For example, if the joint is named “arm_l”, this part is “_l”. If its name is “ArmLeft”, then this part is “Left

13. Enter this part in the left text field on the Rigging tool panel, right below the Mirror create option:

14. Do the same for the right joint. This time, however, enter the text into the right field:

15. Enable the Orthogonal to joint fold option:

It is required if you want character limbs to bend properly.

16. Make sure that the Mirror create option is enabled

17. Create prototype objects for the joints in the limb

Note that the right arm will be created automatically

Now we have our limb rigged. However, we also need it to bend properly: not in any direction, but across a bending axis

Cascadeur can determine bending axis automatically if the Orthogonal to joint fold option is enabled (this is why we previously turned it on).

Note: This only works if the limbs are bent - at least a little - by default. If they are not, we recommend to bend them manually by selecting joints and moving them using Manipulators.

To create a hinge:

18. Select additional point controllers of the joints you want to connect.

19. Click the Union to hinge button:

20. Create hinges for the legs in the same manner

21. This should be done for every pair of joints that should be connected using a hinge:

  • Elbows
  • Knees
  • Feet

Creating a hinge connection also creates a direction controller for it. If you don't need it, select it and click the Delete rig elements button

This is how the prototype for our rig should look once we're finished with the limbs. Now, it is time to add some finer details to our rig

Fine Details

For smaller parts, such as fingers or clothing elements, we don’t need rigid bodies. However, we still want to be able to animate them.

Pieces like these can be rigged using only box controllers:

22. Check the Only box controller option

23. Select the joints you want to rig

24. Click the Add rig elements button

This way, minor parts of the model can be rigged

Now, every joint in our character has a set of prototypes attached to it. But there is still one thing we have to do before finally generating our rig.

Setting Masses

Prototype rigid bodies are always created with the mass equal to 1. In reality, however, different body parts weight differently.

Setting appropriate masses is necessary if we want our character to move in a physically accurate way.

25. Select a proto rigid body

26. It will also be selected in the Outliner

27. In the Outliner, find the Proto Union Component tab

28. On this tab, find the Mass parameter

39. Use this parameter to set the mass for the rigid body

30. Repeat the process to set an appropriate mass for every proto rigid body in the rig

Typical masses for the character body parts can be found on the dedicated page

This completes the process of creating a prototype for our rig. All is left is to convert it to a real thing.

Final Touches

31. Save the scene to a file

32. Make sure that the Delete proto objects after create option is unchecked

This way, you’ll be able to re-generate the rig if necessary

33. Click the Create rig button

After a short wait, your rig should be generated. Switch to the Point Controller Mode to test it

And this is how rigs are created in Cascadeur

See Also

Rigging Tool

Standard Masses

Common Issues

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