Character Definition pane A. Characterize option B. Clear Mapping List button C. Extract Naming Template button D. Control Rig area E. Mapping List
This option creates a link between the bone or joint objects defined for your character in the Mapping List and the character engine. Since all characterized characters link to this same engine, you can create a library of characters whose animation can be interchanged.
The Characterize option also stores the stance of your character, which can act as a starting or rest pose. When creating models, save your biped or quadruped model in a stance. There is a separate recognized stance for each type of model. See Bipeds and quadrupeds.
See also Character Controls menu
The Clear Mapping List button removes all objects defined in the Mapping List. See Character Mapping List.
The Mapping List displays default naming conventions for all skeleton objects. If the bones of your character have different naming conventions, use the Extract Naming Template button to create your own template of names. See Creating a bone-naming template.
A naming template is an .fbx file that contains the naming conventions you used on a skeleton. Later, you can use this template to map the bone objects of other skeletons that use your naming conventions automatically. See Applying a bone naming template.
This column lists the names of bones that are included in your custom bone-naming template. See Creating a bone-naming template for more information.
The Control Rig area lets you create and delete Control rigs.
Creates a Control rig for a selected, characterized character. A character can have multiple Control rigs, but only one Control rig can be attached to the character at a time.
Deletes a selected Control rig.