Other Behaviors


This page lists Behaviors that don't fit into other categories.


This behavior sets various parameters for a Ballistic Curve. It is specific only for said curves.

Visibility options
Standard visibility options. See Basic behavior to learn about them.

The gravity value for calculating ballistics.

Is landing point stable?
If this is enabled, the end point of the trajectory is fixed, i.e. it won’t move when other points are adjusted.
Disabled by default.

After inflection point
Affects the shape of the trajectory. If enabled, the trajectory has a maximum point; if disabled, a more low-sloped curve is formed.
Enabled by default.

The velocity vector (represented as three coordinates).

Cutoff height
This parameter sets the vertical position of the end point of the ballistic trajectory.

Start position
This is the position of the starting point (represented as the big green dot) of the ballistic trajectory.

Center of mass
The name of the center of mass of the object to which ballistics are applied.

Start frame
The starting frame of the ballistic trajectory

End frame
The final frame of the trajectory

Frames count
The length of the trajectory (in frames).

Enforce Save Data

If this behavior is applied to an object, the data for it is saved in every frame, regardless of whether the frame is a keyframe or a regular one.

Manipulator Locker

This behavior defines if a corresponding Mesh object can be translated, rotated or scaled across different coordinate axes.
Applied exclusively to Meshes.

Sets axes (X, Y and Z) along which the Mesh can be translated.

Sets axes across which the Mesh can be rotated.

Sets axes along which the Mesh can be scaled.

By default every axis is disabled; the mesh can only move along with corresponding Joints.

Fulcrum Point

This behavior is applied to Point Controllers when they are used as fulcrum points in AutoPhysics simulations.

The first three options set the conditions for when the controller should be considered a fulcrum point:

If this is enabled, the controller is considered a fulcrum point when the conditions are met.
This is the default value.

If this is enabled, the controller is always considered a fulcrum point, even when the conditions are not met.

If this is enabled, the controller is never considered a fulcrum point
Disabled by default.

Sets the maximum vertical distance the Point Controller can be shifted without losing its properties as a fulcrum point.
Increasing this value can be necessary for fixing some errors in AutoPhysics simulations.

Set to 10 by default.

Same as above, but defines the maximum horizontal shift.

Also set to 10 by default.

If this setting is enabled, the Point Controller is interpolated after it loses its position as a fulcrum point. Interpolation is performed across several frames (defined by the N interpolation frames parameter on the AutoPhysics (Advanced) tab) to move the point closer to the animation trajectory.

Enabled by default.

The final three options define how the controller is affected by the AutoPhysics:

If this is enabled, the controller’s position can be changed by the AutoPhysics simulation.
Enabled by default.

If this is enabled, the point is not affected by AutoPhysics updates. However, it is still used for relaxing the character rig. Allows for keeping the controller mostly in one place without breaking the character.

If this is enabled, the point is fixed in place and cannot move.

Fulcrum group

This behavior defines the group of fulcrum points.

If one of the points in the group is considered a fulcrum point, every point in the group is fixed.
This behavior is mostly used for the situations when character legs get distorted.

Defines if the group is active or not.
When this option is enabled, the fulcrum group behavior (described above) is in effect. Otherwise, it is not.
Enabled by default.

The name of the fulcrum group.

Links to the controllers included in the fulcrum group.

Limb Direction Data

This behavior sets various parameters for a Direction Controller it is attached to.

If this parameter is enabled, the direction and spatial position of the controller are defined only by its own coordinates (the same that are found in the Direction parameter). The distance from the Point Controller can vary:

However, if it is disabled, the controller's direction is calculated on the basis of the limb's spatial orientation. The distance is always the same.

This parameter can be used for fixing limb rotation in some specific cases. It is disabled by default.

These three values set the spatial orientation of the Direction Controller in the scene.

Limb Direction

This behavior sets another group of parameters for Direction Controllers. Like Limb Direction Data, it too can only be attached to objects of this type.

The length of the Direction Controller. Set to 100 Cascadeur units (which are equal to centimeters) by default.

Inverts the general direction of the controller.
Enabling and disabling this option defines what kind of coordinate system - right- or left-handed - should be used for calculation the spatial orientation of the Direction Controller.

If this parameter is enabled, the Direction Controller can influence the limb's rotation.
Enabled by default.

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