Provides feedback about the type of source driving your character. This field automatically updates after you create a Control rig. You can also set your character's source type manually by selecting an option from the drop-down menu.
The following options are available:
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None
- No source is active and animation will play back on the skeleton joints. This source type is automatically selected after you create a skeleton, define a skeleton, or bake to a skeleton.
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Control Rig
- Sets the current character to be driven by a Control rig. If the character has no Control rig, selecting this option creates a new rig. The character must have a valid skeleton definition before you can create a Control rig.
Note:
- If the skeleton definition is valid and locked, selecting this source type opens the Controls tab in the Character Controls window.
- If the skeleton definition is valid and unlocked, selecting this source type automatically locks the definition before opening the Controls tab.
- If the skeleton definition is not valid and unlocked, selecting this source type will prompt the Lock Characterization dialog box to appear. Clicking Ok will bring the Definition tab into focus, where you can properly define your skeleton.
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Stance
- Sets the current character to Stance input, temporarily overriding any other input source. When Stance is selected, the current character is forced to its neutral skeleton definition pose. You can quickly toggle the character in and out of Stance input without affecting any other input source, and without unlocking the skeleton definition.
Setting the character to Stance input is particularly useful when animating multiple characters in the same scene. When adding a prop object to be handled by your character, Stance input lets you set up the prop with your character in a neutral position, then switch the source type to test how the prop reacts when motion is applied.