AutoPosing

 

This feature predicts the pose that you want to make and sets it up for you automatically. The prediction is made based on the way you manipulate the controllers of a character.

Preparing the Characters

Currently, AutoPosing can work with the humanoid Cascadeur rig.
This rig can be applied to most humanoid characters.

To do this:

1. Open an empty scene.

2. Import a character into it (link to how to do it).

3. Enable the Rig mode::

4. The Rigging tools panel will appear. On that panel, click the Quick rigging tool button:

5. The Quick Rigging Tool window will appear:

To learn how to use Quick Rigging Tool, look here.

What you need to do is to set corresponding joints (listed on the left of the window) for every slot on the right. Otherwise, AutoPosing won’t be able to work with the rig.

Technically, only slots on the Body panel are required for using AutoPosing. However, finger joints (Hand Left and Hand Right) also influence the positions of AutoPosing controllers, so it would be a good idea to rig them as well.

After you set an appropriate joint for every slot:

6. Click Create prototype rig.

You should see something like this.

Now you only need to finalize your rig:

7. Close the Quick Rigging Tool.

8. Go to the regular Rigging Tool (you’ll see it on the left side of the window).

9. Click Create rig.

10. Wait a bit until the rig is generated.

Now, AutoPosing should work for your character without any issues.

An example of AutoPosing applied to UE4 Mannequin.

How to Enable AutoPosing

1. Select an entire character (every point controller).

2. Click the Enable AutoPosing tool button on the Toolbar:

After this, a set of AutoPosing controllers will be generated.

This will also enable AutoPosing mode in the Viewport:

AutoPosing controllers can be viewed and interacted with only in this mode. Like any other View Mode, it can be switched on and off at any moment.

The Enable AutoPosing tool button should only be clicked once for one character. If you click the button again, the following error message will appear:

AutoPosing can work with several characters at the same time. If the scene includes a single character, AutoPosing is applied to it automatically. If there is more than one character in the scene, you’ll need to select point controllers of the character you’d like to use with AutoPosing.

How to Use AutoPosing

Once AutoPosing is enabled, you can use it to set up character poses.

To do this:

1. Select a controller.

2. Move it using Manipulators.

The rest of the character will move along with the controller, changing the entire pose:

Controllers can be fixed:

1. Select a controller.

2. Press R.

Fixed controllers are not taken into account when generating poses:

To remove fixing from the controllers:

1. Select a controller.

2. Press R.

By default, only the Main controllers (big green points) are used for setting poses.
Sometimes, however, you might need to set a pose in a more precise way that these main controllers allow.
Normally, additional controllers (smaller dark green points) are not taken into account when generating poses. This can be changed by activating them.

To activate an additional controller:

1. Select a controller.

2. Move it.

The controller will be colored blue: this means that it has been activated. From now on, it will be used for generating poses.

Additional controllers can be deactivated as well:

1. Select a controller. 

2. Go to the Object properties panel.

3. Turn off the Locked parameter:

After this, the controller will be colored green once again, and won’t be used for generating poses.
Deactivating controllers can affect the pose generated by AutoPosing:

AutoPosing Controllers

Once the tool is enabled, a number of controllers will appear on the character model.

Main Controllers Additional Controllers
 Bright green  Dark green (inactive)  Blue (Active)
 Used in pose generation  Not used in pose generation  Used in pose generation


Additional controllers become active (colored blue) after they are moved or otherwise adjusted. Active additinal controllers are used to generate poses alongside main controllers.

An active additional controller can be deactivated by selecting it and pressing Shift + Z. Doing this will change the pose accordingly.

All types of controllers can be used as follows:

    Selection
   x2  Selection with children
  Hold  + drag  Select all active controllers with the red frame
  R  Fixing / Unfixing
  Shift + Z  Reset selected additional controller(s) to the default state
    Adjusting


Blue (additional) controllers are only set for the current keyframe. They do not carry over to different frames. Different sets of additional controllers can be defined for different frames.

Note #1

Once unfixed, the controllers will assume new positions based on AutoPosing simulation.

Note #2

Point Controllers that do not coincide with AutoPosing controllers should not be fixed. Fixing them will lead to errors.


An example of using AutoPosing.

Controller Parameters

Both main and additional AutoPosing controllers have a specific group of parameters attached to them. These parameters can be found on the Object Properties panel, under the tab that shares its name with the controller itself.
For example, for the main AutoPosing controller of the character's left forearm, the tab would be named Forearm_main point_l:

This tab includes the following settings:

Position
The coordinates of the AutoPosing controller.

Locked
If this is enabled, the controller is considered active and is used for generating poses.
Applies only to additional AutoPosing controllers. Main controllers do not have this parameter.

Direction Controller

This controller sets the general direction for the character.

If you move this controller, it becomes fixed.
The fixed controller defines the general direction for the character. When you use AutoPosing, the character won’t rotate.

AutoPosing with Direction controller disabled:

AutoPosing with Direction controller enabled:

Note

This Direction Controller is specific only for the AutoPosing tool. It is not related to the Direction Controllers found in the regular Cascadeur rig and should not be confused with them.

Direction Controller Settings

A number of settings for this controller can be found on the Object Properties panel:

Enabled
When this option is enabled, the Direction Controller is visible in the Viewport, and can be selected and used.
A disabled Direction Controller can still be selected in the Outliner.
This option is enabled by default.

Locked
If this option is activated, the controller is locked. This means the controller’s position is taken into account when the character’s pose changes.

Like any other controller, the Direction Controller automatically becomes locked when it is moved. It can be un-locked by disabling this setting.

Position
The position of the Direction Controller (in world coordinates).

Snapping Inverted Angle

This parameter defines an angle at which a character’s body part returns to its original position (in relation to its parent object).

If the angle between a body part and its parent does not exceed this value, it bends normally:

However, if the value is greater, the objects behave differently:

The parameter can be found in the Settings window, under the AutoPosing tab:

It is measured in degrees; its default value is 45.

Important note

AutoPosing overwrites pre-existing poses.
Because of this, it should be used either for creating a draft of the animation, or for creating animation as a whole.

You can switch from AutoPosing to the regular rig and make adjustments to the poses generated by AutoPosing. But if after this you switch back to AutoPosing, it will overwrite the poses you've set.

 

See Also

Characters

Rig Structure

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