Rigging with CAT


TABLE OF CONTENTS

Getting Started

Recent Changes in CAT

Videos covering CAT Functionality

How Do I... ?

Rigging with CAT

Animating with CAT

Saving and Loading Poses and Animation

CATMotion

Working With Motion Capture Data

Importing and Exporting Data

Utilities

Tips and Tricks

MaxScript with CAT

Known Issues

FAQ

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Image:NHNZ Ltd.jpg
Image courtesy of NHNZ

The CATRig is the hierarchy that defines the CAT skeletal animation system. It is a highly sophisticated character rig that has been designed so that you can create the characters you want without having to code yourself. The fact that it is mostly written in C++ rather than script means that it is very fast, and includes many features that would be impossible to create using script.


To make the system as flexible as possible we have done our best to keep the system as generic as we can. This is immediately obvious with CAT's modular component structure. A spine could also be a neck. Instead of pelvises and ribcages, CAT has hubs.

Different rig elements can be added and removed from a rig to get the exact skeleton you need for your production.

All rig elements have different functionality built in. For example all limbs have their own, sophisticated IK system built right in; spines have their own powerful procedural spine algorithm; hubs have a system called retargetting, etc.

Each rig also has its own layered animation system, procedural walkcycle system, and clip/pose system. In addition, CAT comes with a number of utilities to manage things like importing, exporting, motion data mapping and ragdoll (physics) setup.


Creating a CATRig

Customising the Geometry on CATBones

Removing Parts of the CATRig

Using CAT's Naming System

Copying and Pasting Rig Parts

Applying Manipulation Gizmos

Configuring the Hierarchy Options

Editing your Rig Interactively in the Viewport

Editing Bone Pivot Positions

CATRig Elements


This page was last modified 16:48, 1 Feb 2008.
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