Control Rig Overview
Structure
Once the Control Rig has been attached to the character exported from CC4 successfully, the hierarchy in the Object Manager will be restructured
The root level group of the character is the CC_Character Null object
The characters geometry is stored inside the CC_GEO Null Object
The root joint of the characters joint hierarchy has been converted to a Null Object and is stored inside the CC_JOINTS Null Object wich also holds other rig elements and joints of the Control Rig
The controls of the character can be found inside the CC_CTRL Null Object together with some predefined Selection Objects
The geometry and all the other rig elements are also stored on different layers in the Layer Manager to make selecting, hiding or locking certain components easier
By default the 🟦GEO layer is locked and the layers that hold the rig elements are also hidden in the viewport and the object manager so only the control objects are selectable
Important: Do NOT delete or change the predefined Selection Objects inside the _SELECTIONS_ Null Object as the Visual Selector tag is depending on them. If you need custom selections feel free to create your own and if you dont want to see them in the Object Manager just add them to the HIDE layer in the Layer Manager.


Control Overview
The control objects are stored in the CC4_CTRL Null Object starting with the 🟢 MASTER_CTRL+ wich holds all the other controls
They are assigned to the 🟩 CTRL layer in the Layer Manager and can be selected in the Viewport as well as in the Object Manager
The transformation of all control objects has been frozen after the Control Rig setup so they can easily be reset to their initial state with the Reset Transform command
Some of the control objects have additional parameters wich can be accessed in the Attributes tab or the Viewport HUD when the control object is selected
The control objects with additional parameters also have a 'Reset Parameters' button to reset all parameters to their default value
The 🟢 MASTER_CTRL+ has a 'Reset All Parameters' button to reset the parameters of all control objects to their default value at once
All control objects have predefined Keyframe Selections on their keyable parameters and transformations to only record the necessary tracks when auto keying is enabled or when recording more than one control at once


To make selecting control objects easier there is Visual Selector tag wich can be accessed through the 🟢 MASTER_CTRL+ or the viewport HUD when any of the control objects is selected
Through the VS tag all of the control object can be selected as well as some predefined selection 'sets' with multiple controls for different parts of the body
The visibility parameters of the 🟢 MASTER_CTRL+ can also be driven through the VS tag
There are 3 groups of control objects each consisting a set of primary controls as well as some secondary controls:
🟡 Spine Controls
Arm Controls - 🟠left & 🔵right
Leg Controls - 🟠left & 🔵right


Spine Controls
The spine control objects can be found inside the spine_CTRL_GRP Null Object starting with the 🟢 Hip_CTRL+
It offers a set of FK Controls as well as a set of IK Controls
with the Spine FK/IK parameter on the 🟢 Hip_CTRL+ you can blend between FK and IK mode
by default it is set to FK mode (0%)



Spine FK Controls
Spine IK Controls


The 🟡 Head_CTRL+ also offers some extra Setup parameters in the Attributes tab when the control is selected. By default a CC3+ type character has some correctional poseMorphs or blendShapes on its base_body mesh, wich are driven by the transformation of the control object. Those parameters are a set of multipliers for those poseMorphs to be able to control the influence of the 🟡 Head_CTRL+ has on them.


Arm Controls
The arm control objects can be found inside the arm_L_CTRL_GRP / arm_R_CTRL_GRP Null Object with the 🟠HAND_L_CTRL+ / 🔵 HAND_R_CTRL+ as its main controller
it offers a set of IK controls as well as a set of FK controls
with the IK/FK blend parameter on the 🟠HAND_L_CTRL+ / 🔵 HAND_R_CTRL+ you can blend between IK mode & FK mode



Arm IK Controls
Arm FK Controls



Finger Controls
The finger controls are also located inside the arm_L_CTRL_GRP / arm_R_CTRL_GRP Null
It offers a set of FK controls and a set of IK controls for each finger as well as a secondary 'finger' control ( 🟠fingers_L_CTRL+ / 🔵 fingers_R_CTRL+ ) wich holds additional controls for creating quick gestures directly in the viewport
The main 🟠HAND_L_CTRL+ / 🔵 HAND_R_CTRL+ also holds a set of additional parameters under the FINGER CTRL tab in the Attributes Manager and as HUD elements in the viewport when the control is selected
The CC4D Control Rig supports characters with up to 5 fingers


Finger FK Controls
Finger IK Controls


Secondary Finger Controls

Finger IK Control adjustment
The position of the finger IK controls can be adjusted to fit to the needs of your character.
make sure the FK/IK Mode of the finger you want to adjust is set to FK
select the 🟠HAND_L_CTRL+ / 🔵 HAND_R_CTRL+ and check the Adjust IK Controls checkbox under the SETUP tab in the Attributes Manager
this will give you some helper null objects in the viewport
adjust the position of those helpers to your liking and make sure to freeze its position after you are done
select the 🟠HAND_L_CTRL+ / 🔵 HAND_R_CTRL+ and uncheck the Adjust IK Controls checkbox under the SETUP tab in the Attributes Manager to hide the positin helpers
set the FK/IK Mode of the adjusted finger to IK
select the IK control of the finger and also freeze its position

Leg Controls
The leg control objects can be found inside the leg_L_CTRL_GRP / leg_R_CTRL_GRP Null Object with the 🟠FOOT_L_CTRL+ / 🔵 FOOT_R_CTRL+ as its main controller
it offers a set of IK controls as well as a set of FK controls
with the IK/FK blend parameter on the 🟠FOOT_L_CTRL+ / 🔵 FOOT_R_CTRL+ you can blend between IK mode & FK mode



Leg IK Controls
Leg FK Controls



Foot Controls
The foot control objects are also located inside the leg_L_CTRL_GRP / leg_R_CTRL_GRP Null
They consist of the 🟠TOE_L_CTRL+ / 🔵 TOE_R_CTRL+ wich drives the rotation of the toes and the sideway rotation of the foot from its ball and the 🟠BALL_L_CTRL+ / 🔵BALL_R_CTRL+ driving the heel, ball & toe rotation as well as the inner & outer rock rotation of the foot
The 🟠FOOT_L_CTRL+ / 🔵 FOOT_R_CTRL+ also holds additional parameters to control those rotations individually



Foot Control adjustment
The 🟠FOOT_L_CTRL+ / 🔵 FOOT_R_CTRL+ also holds some extra setup parameters for quick adjustment of the foot rotational pivots (heel, toe & ball rock) as well as an Auto Toe bend option for characters of wich the toe tip / shoe tip is not on the ground.
Adjusting the heel, toe & ball rock pivots
Select the 🟠FOOT_L_CTRL+ / 🔵 FOOT_R_CTRL+
under the LEG SETUP tab in the Attributes Manager check the Adjust Foot Pivots checkbox
this will show the rotational pivots of the foot in the viewport
select one of the pivots, activate the Axis Modification Mode [L] and move the pivot in to the right spot
disable the Axis Modification Mode [L] to select the next pivot and activate Axis Mode again to move this pivot in the right spot
Once all the pivots are in their correct position you can uncheck the Adjust Foot Pivots checkbox on the 🟠FOOT_L_CTRL+ / 🔵 FOOT_R_CTRL+ again to hide the pivots
Auto Toe Bend
to enable the Auto Toe Bend option select the 🟠FOOT_L_CTRL+ / 🔵 FOOT_R_CTRL+
in the Attributes Manager under the LEG SETUP tab set the Auto Toe Bend slider to 100%
select the 🟠BALL_L_CTRL+ / 🔵 BALL_R_CTRL+ and move it on the Z axis right before the foot starts to rotate from the toe pivot
select the 🟠FOOT_L_CTRL+ / 🔵 FOOT_R_CTRL+
in the Attributes Manager under the LEG SETUP tab dial in the Auto Toe Angle until the toes are aligned with the ground
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