| Tail Control | Profile Curves
Determines the behavior of a tail, ear, or belly control object in a rig.
To display: Select a tail object (Create > Skeleton > Create Tail), or a tail, ear, or belly control object in a biped, dog leg biped,
or quadruped rig (Create > Character > Rig). In the explorer, open the Tail Controls custom parameter set under the control
object's root node.
For more information, see Creating a Tail [ Character Animation ].
NoteYou must have the play mode active in the
Simulation Time Control Property Editor to be able to interact with the tail control object in the view. This play mode is active by default for spring-based control
objects. However, to calculate motion blur, you need to switch to Standard play mode.
Tail Control
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Toggles the activeness of the control object's simulation.
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Resets the control object to its animated (non-simulated) state.
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The amount of time the control object takes to respond to movement. The higher the value, the more quickly the control object
responds to movement.
This parameter controls the Step Size in the Spring operator, so a larger value increases the speed as more time elapses between
each update.
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Blend of animation and simulation on the control object's movement. A value of 0 is all animation, and a value of 1 is all
simulation.
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Caching
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Select this option to cache the simulation to an action source that is saved in the tail model's folder. If you select this option, the Regenerate Cache options appear.
For more information, see Tails, Spring Caches, and Models [ Character Animation ].
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Regenerates the cache action source in either of these ways:
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Regenerates the cache action source.
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Current State
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Sets the control object's current position and orientation to be its state at the start of the simulation.
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Profile Curves
Using the parameters and curves on this page, you can control the behavior of the control object as it responds to movement.
Select an option from the list, then edit its curve in the below. The values for all three Distribution parameters are displayed in the table below the profile curve editor.
For more information, see Editing the Spring's Profile Curves [ Character Animation ].
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Allows you to control the behavior of the control object along its length. Select any of these options to display and edit
its curve:
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Mass in kilograms (kg) of the control object. The more mass, the more force it takes to change the control object's direction.
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Sets the rigidity of the spring. Higher values cause the spring to be stiffer.
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Sets the resistance of the control object to velocity and affects how quickly it responds to movement or animation.
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Allows you to edit the curves of the selected Distribution parameter: , , or .
Values are shown on the graph's Y axis, and the length of the control object (the control points on the control object's curve)
are shown on the graph's X axis, with 0 being the control object's root.
You can edit the fcurves here as you do in the fcurve editor.
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Displays the curve values for the selected Distribution parameter: , , or . Each Spring number (Spring0, Spring1, Spring2, etc.) represents a control point on the control object's curve, with Spring0
being the root. You can edit the values for each control point by double-clicking in the cell and entering a new value.
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