A character in the Mesh Mode. Selected meshes are colored red
This mode hides all parts of the character rig and leaves visible only meshes - 3d objects used to represent a character in the scene. Every character is made of one or several meshes that can be deformed by adjusting the rig attached to them.
Meshes can be selected by clicking them with the , like any other scene object. Selected meshed are colored red in the Viewport.
Meshes can be rendered in two different ways: the Shaded Meshes mode and the Wireframe Meshes mode.
The Shaded Meshes mode (left), the Wireframe Meshes mode (middle) and a combination of the two (right)
Mesh rendering modes are enabled and disabled from the Visible menu. Both modes can be enabled (or disabled) at the same time.
The color of the meshes can be set in the Settings window (available through the Settings menu).
A Texture is a 2D image that is applied to a Mesh to simulate color scheme of the object surface and the fine details on it.
Textures can be controlled with two buttons on the Toolbar:
1. Bind Texture applies a texture to the selected mesh.
Supported file fomats are: .png, .tga, .bmp and .jpg
2. Unbind Texture removes the texture previously applied to the selected mesh.
A specific set of settings is available for Meshes in the Outliner window.
This parameter sets the rotation order used for the selected object.
When you export your animation, custom rotation order might be necessary to bypass the gimbal lock problem. This problem does not occur in Cascadeur itself because instead of Euler angles it uses quaternions for calculating rotations.
If this is enabled, the object is exported to the FBX format. Otherwise, the object is ignored during export.
If this is enabled, the object's transations (changes in its coordinates) are exported to the FBX format. Otherwise, they are ignored.
If this is enabled, the object's rotations (changes in its spatial orientation) are exported to the FBX format. Otherwise, they are ignored
If this is enabled, the object's scale is exported to the FBX format. Otherwise, the scale reamains constant.
Enable this option to remove namespaces during export. For example, a joint named 1:forearm_l will be exported as forearm_l.
When animation is imported, the names of the objects from the FBX file are compared with the names of the scene objects without namespaces.
Cascadeur also includes basic options for creating meshes. Currently, there are two types of meshes you can create: planes and cubes.
- To create a plane, select Add plane from the Objects menu
- To create a cube, select Add cube from the same menu
These additional meshes are generally used to outline the scene environment, but they can be parented to Joints and rigged just as well.
When you import meshes into Cascadeur, you need to attach them to a Center of Mass for them to work correctly.
To do this:
1. Select the mesh.
2. Select the Center of Mass.
3. Select Center of Mass → Snap mesh to the center of mass from the Objects menu: