Since | 15.0 |
The Simple Male is an efficient animation rig with full controls. It has been optimized for quick playback performance in the scene.
Parameters ¶
Master Controls
Modifies transformation, rotation, and scale for the characters.
Custom Space
Object field that can be used as a custom parent for the character.
Custom Space Blend
Controls influence of the custom space object.
Enable Squash and Stretch
Turning this on will allow you to squash and stretch the limbs of the character.
Spine ¶
The controls on this tab are for animation of the spine.
Head World Space Blend
Controls whether the head will be following spine rotations or maintain rotations in world space.
Eyes Lookat Translate
Controls for animating the direction where the eyes are looking at.
Eyelid Rotate
Rotates the eyelid geometry.
Eyes Lookat Custom
Object field that will act as a target for the eyes to look at. For example, if the character is in a car chase, he could always be looking at the car in front of him.
Custom Space Blend
Controls the influence of the custom eye look at object.
Left/Right Arm ¶
The controls on these tabs are for animating the arms of the character.
FKIK Blend
Controls if the arms are animated with the IK controls or FK ones.
Local-World Blend
Controls if the wrists follow the spine rotations or are stay in place in world space.
Custom Space
Object field for a parent object for the wrists. For example, a steering wheel if the character is driving.
Custom Space Blend
Controls the influence of the custom parent object.
Left/Right Leg ¶
The controls on these tabs are for animating the legs of the character.
FKIK Blend
Controls if the legs are animated with the IK controls or FK ones.
IK Twist Hip Foot Blend
Controls the IK twist target to be following foot controls or stay in world space
Custom Space
Object field for a parent object for the foot. For example, a gas pedal if the character is driving.
Custom Space Blend
Controls the influence of the custom parent object for the foot.
Display ¶
Playback
Choose to display the deforming geometry straight from the Bone Deform SOP or using the Cache SOP. Choosing Cached Deform can speed up the playback after the initial time through.
Show Bones
Display or hide the bones of the rig.
Show Controls
Display or hide the controls of the rig.
Show Detail Controls
Display or hide extra controls for hips and shoulders.
Show Geometry
Display or hide the entire rig.
Top
Choose the type of top the for the male character to wear.
Bottom
Choose the type of pants for the male character to wear.
Use Delta Mush
Enables the use of the Delta Mush SOP to help smooth out irregularities in some deformations.
Geometry Type
Use PolySoup or Polygon geometry. For more information see Polygon soup.
Onion Skinning
Draw this geometry with multiple skins, at different frames in the future and/or past. The number of skins before and after the current frame, the frame increment between them, their opacity and color tinting can be configured in the 3D Display Options.
Off
Turn off onion skinning.
Transform only
Only show the effects of the object transform. This will not recook the actual geometry if it is changing over time, making it faster than Deformation.
Deformation
Show the skins with both object transforms and geometry deformation. This will cause cooking of geometry at the SOP level, if animated.
Polygons as subdivision (Mantra)
Render polygons as a subdivision surface. The creaseweight
attribute is used to perform linear creasing. This attribute may appear on points, vertices or primitives.
When rendering using OpenSubdiv, in addition to the creaseweight
, cornerwieght
attributes and the subdivision_hole
group, additional attributes are scanned to control the behaviour of refinement. These override any other settings:
-
int osd_scheme
,string osd_scheme
: Specifies the scheme for OSD subdivision (0 or “catmull-clark”; 1 or “loop”; 2 or “bilinear”). Note that for Loop subdivision, the geometry can only contain triangles. -
int osd_vtxboundaryinterpolation
: The Vertex Boundary Interpolation method (seevm_osd_vtxinterp
for further details) -
int osd_fvarlinearinterpolation
: The Face-Varying Linear Interpolation method (seevm_osd_fvarinterp
for further details) -
int osd_creasingmethod
: Specify the creasing method, 0 for Catmull-Clark, 1 for Chaikin -
int osd_trianglesubdiv
: Specifies the triangle weighting algorithm, 0 for Catmull-Clark weights, 1 for “smooth triangle” weights.