Tag Property Editor

 
 
 

Lets you tag a rig's or skeleton's control elements that are used for animation. Tags are used to create a map (template) for that rig so that when you retarget animation, Softimage uses this tag information to map the animation correctly to the rig's parts.

The rig or skeleton must first be in a model structure, and it must be in a T-pose before tagging. A rig or skeleton must be tagged before you can retarget animation on it.

For more information, see Tagging a Rig's Elements [ Character Animation ].

To display: Select any part of a skeleton or rig that's in a model and choose Tools MOTOR Tag Rig from the Animate toolbar.

Biped/Quadruped Structure

Tags the main elements of the rig.

Structure File

Defines the type of structure of the selected rig or skeleton: Biped, Quadruped, Biped Fingers, or Biped Footroll.

Click the Edit button beside this text box to open the structure file in a script editor.

See Creating and Editing Structure Files [ Character Animation ] for information.

Load

Loads an existing tag template file (.tagt) that you can apply to this rig. The structure used in this template must match the structure of the rig to which you want to apply it.

See Loading an Existing Tag Template [ Character Animation ] for more informations.

Save

Saves the existing tags in a template (.tagt) file.

Apply

Applies the tag data to the rig elements.

Clean

Clears the current definitions for the tags in this property page.

Rig Element Buttons

Click a rig element button, then select the corresponding rig element in a viewport or explorer to tag that element. These elements are the ones onto which animation will be mapped.

Click the S button beside each rig element button to select the corresponding element on your rig or skeleton. This makes it easy to check which elements are tagged as what.

For tips on tagging the rig elements, see Tips for Tagging [ Character Animation ].

Extra Parts

Tags additional rig elements: the head, neck, heels, and toes.

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