Root Constraint

In Cascadeur, root joints are not linked to the rig (as described on the Where to Start page). Because of this, if you try to move the rig, the root will remain in once place:

This can become a problem if you are creating an animation that involves root motion. To bypass the issue, you can use Root Constraint to bind the root to one of the other joints.

1. Select the root joint.

2. Select the joint to which you’d like to bind the root.
Usually it is a pelvis joint, but this may vary depending on the skeleton.

3. Select Root constraint from the Objects menu:

4. A window will appear:

There, you should specify the joint that should be recognized as a root joint (root in our example).

Now, the root will move along with the joint you’ve binded it to.

Also, a Root constraint object will be added to the scene. It can be selected in the Outliner:

Selecting this object will give you access to the root constraint options:

If this is enabled, the root is binded to the joint you selected.

This parameter can be used for shifting the position of the root.

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