Character Controls toolbar
 
 
 

Character Controls toolbar A. Active source B. Show/Hide C. Manipulation/keying D. Pinning

Active source check box

Displays the type of source set to drive the current character and lets you toggle whether the source is active. See Source menu for more information on the source types available.

Note If the active source is selected, the character's skeleton is constrained by the source. If the active source is not selected, the character's skeleton is driven by the skeleton animation.

Show/Hide buttons

Let you toggle the display of FK effectors, IK effectors, and the skeleton.

  Show/Hide IK

Shows or hides the character's IK effectors.

  Show/Hide FK

Shows or hides the character's FK effectors.

  Show/Hide Skeleton

Shows or hides the character’s skeleton.

Manipulation and keying mode buttons

Let you set manipulation and keyframing modes for working with the character’s Control rig. You can manipulate and set keyframes on the character’s entire body (Full Body), a part of the body (Body Part), or only on the selected effector (Selection).

  Full Body

Sets the Character Controls to Full Body keying and manipulation mode, letting you select individual effectors to manipulate the entire character.

For example, translating a character’s wrist effector in Full Body mode affects the whole body as it moves to reach that effector.

  Body Part

Sets the tool to Body Part mode, letting you manipulate and set keys on a single body part, based on the selected effector.

  Selection

Sets the tool to Selection mode, letting you manipulate and key only the selected effector(s).

In this mode, you can manipulate one effector without solving the rest of the character, then use the Reach and Pull controls to adjust how much the rest of the character reaches for that effector.

The Figure representation displays white highlighting on cells to show which part of the character is active for manipulation and keying. For example, in Body Part manipulation mode, when you select a left wrist effector, all left arm cells in the Figure highlight in white.

Pinning buttons

Let you activate, disable, or temporarily release pinning on effectors.

Pinning gives you more control over character manipulation, letting you constrain specific effectors from moving or rotating as you make adjustments to the rest of the character position. For example, you can pin the wrist in rotation but let it move in translation, so that as you adjust the wrist position or arm position, the wrist can move but does not twist.

When you create a biped Control rig, IK effectors on the character’s feet are pinned in translation and rotation by default. On a quadruped Control rig, the feet are pinned in both translation and rotation.

Pinning feedback displays on each cell in the Figure representation. See Pinning for more information.

  Pin Translation

Pins and unpins the selected effector in translation.

When pinned, the selected effector cannot be moved, and a T displays on its corresponding cell in the Figure representation.

  Pin Rotation

Pins and unpins the selected effector in rotation.

When pinned, the selected effector cannot be rotated, and an R displays on its corresponding cell in the Figure representation.

  Release Children Pins

Temporarily releases all translation or rotation pinning for the selected effector and effectors down the chain.