Introducing the Direct Puppet Panel (New for 5)

1. Switch to Face Puppet

Click this button to switch to the Face Puppeteering panel.

2. Dummy Pane

  • Select one of the effector points for puppeteering.
  • Icons:
    • : A selected effector point. You may use it to lock the corresponding body part or puppeteer the effector point to produce movements for the corresponding body part.
    • : A free effector point. Auto-update the location and orientation of the corresponding body part when you are puppeteering another body part.
    • : A move-locked effector point. It causes the corresponding body part not to move when you are puppeteering another body part.
    • : A rotate-locked effector point. It causes the corresponding body part not to rotate when you are puppeteering another body part.
    • : A locked effector point. It causes the corresponding body part not to move nor rotate when you are puppeteering another body part.
    • : A quick lock. Use it to quickly lock or unlock the T and R ( ←→ ) of the corresponding body part.
  • Please refer to the Locking Bones section for more information.
  • 3. Preview
    (Space bar)

    Click this button and then press the Space bar to preview the motions triggered by your input device (Mouse by default).

    4. Record
    (Alt + Space bar)

    Click this button and then press Space bar to start recording a motion clip. When you move your mouse during recording, the results will be captured as a clip and stored into the Motion track.

    5. Puppeteering Modes

    Click these two buttons to switch the panel to Motion Puppet and Direct Puppet modes.

    6. Lock Settings

  • Enable the Mirror option so that you can simultaneously adjust the effector points of both limbs.
  • Enable the Realistic Shoulder option so that when you move the character’s elbows or hands higher than the shoulders, the shoulders will raise automatically.
  • Select either/both boxes in the Pinning section to lock either the Move and/or Rotate values of any particular effector point.
  • Please refer to the Locking Bones section for more information.
  • 7. Triggering Methods

    Switch tabs to define a triggering method for character motions.

    Please refer to the Direct Puppeteering - Move and Direct Puppeteering - Rotate sections for more information.