Character Extension properties

 
 
 

This section describes the properties found in the Properties window when you have a Character Extension selected.

Add To Full Body

When activated, objects and properties in the Character Extension are keyed along with the rest of the character body if Full Body keying mode is selected.

Reference Object

Lets you define the part of your character body where the Character Extension is attached. Character Extensions are transformed relative to the Reference Object, and all poses are calculated relative to the Reference Object. Each time you attach an Extension to a character, you should define a Reference object.

If you do not define a Reference Object, and the Character Extension has no parent, the attached hips of the character act as the default Reference Object. To assign a Reference Object, select and Alt-drag a part of your character body into this field.

NoteIf you plan to mirror poses between Character Extensions, you must define a Reference object for each Extension. You can use the same Reference object for more than one Extension. For example if you have two wings, you might use the same Spine object as the Reference object for both.

When selecting a Reference object, it is best to use the closest object that affects the movement of the Extension. Normally, this object is the direct parent of the Character Extension.

When you define a Reference Object, a dialog box appears to let you know that the stance for this Character Extension will be updated with the new Reference. Any poses you created for the Character Extension before defining the Reference Object may be altered, so it is a good idea to define the Reference Object before you do any work with the Extension.

Attached Character

Lists the character to which the Character Extension is attached. This property is updated automatically when you attach the Character Extension to a character.

Extension Label

Lets you define undercover non-unique names for each Character Extension that enable you to copy animation between Extensions.

To avoid naming conflicts, no two Character Extensions can have the same name. For example, if you have two characters with tails in a scene, each tail must have its own unique Character Extension name.

However, you can give two Character Extensions the same Extension Label. Giving two Character Extensions the same Extension Label indicates that these Extensions are compatible, and animation can be copied between them.

In the scene with two characters with tails, both tail Extensions cannot have the same name Tail, but they can have the same Extension Label Tail.

See Copying Character Extension animation for more information.

Mirror Partner

Lets you define another Character Extension as the mirror of the current Character Extension. From this menu, you can choose from a list of the Extension Label names representing all Character Extensions in the scene.

For example, if your character has a pair of wings, you might use the Extension Labels L_Wing and R_Wing. To indicate that these are a mirror pair, you select the L_Wing Extension Label in the Mirror Partner menu for the right wing Extension.

See Mirroring Character Extensions for more information on setting up your Character Extensions to be mirrored.

Plot Method

Lets you define how you want the Character Extension to be handled when you plot the associated character’s animation. You can choose from the following options:

Option Function
Never Character Extension animation is not plotted when you plot the attached character’s animation.
With Skeleton Character Extension animation is plotted when you plot to the attached character’s skeleton.
With Control Rig Character Extension animation is plotted when you plot to the attached character’s Control rig.
Both Character Extension animation is plotted when you plot to the attached character’s Control rig, or if you plot to the skeleton.

Update Stance Pose

Click to update the stance of the selected Character Extension. The stance is like a snapshot of all the properties associated with the Character Extension, including its position, and it is used in calculations whenever you create poses, mirror poses, and copy animation.

The first stance of the Character Extension is determined by the objects and properties as they are added to the Extension. If you create the Extension with the objects and properties in a suitable state, you do not need to update the stance.

However, if you want to set up two Character Extensions as a symmetrical pair of body parts, both Extensions need to have mirror versions of the same stance. You can change the stance by positioning the Character Extension and changing its values, then clicking Update Stance Pose.

Go to Stance Pose

Click to put the Character Extension in its stance.

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