Animbits User Documentation

Tools for animators.

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Channel Master

Channel Master is an alternative ChannelBox, but allowing the user to create custom configurations and store it.

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The configuration is stored in a persistent node in the scene. The data can be exported and imported.

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The channels can be a mix from different objects. The only rule is that the object that contains the channel and the channel master node should be in the same namespace.

However the internal data is not stored with name spaces, so the same configuration can be re-used in different name spaces.

The Main tab works like the regular ChannelBox and the data is rebuild on the flight. The advantage is that is possible to lock the content using the lock icon. Also create a node is not required to use the main tab

To create custom configuration, require a custom node.

Warning

Custom configurations needs to be saved. If to be stored in the node. Missing to save the new configuration will revert the channel configuration to the previous state when the node is refresh or change node in the drop-down menu

Warning

The tool has been design to avoid bottleneck the evaluation while playback by turning off the refresh and updating on demand in some situations. When scrubbing the timeline still updating the channel values. This will take some FPS away (Only when Scrubbing, not in Playback).

If you need to do scrubbing a lot and need the performance. You can change the Channel Master to empty Main tab, by lock the tab when nothing is selected. Or Just close Channel Master

We planning to add more control over this in the future.

File Menu:

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  • New Node: Creates a new node

Also is possible to add nodes from the node bar in the UI

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  • Save Current Node: Save the current node configuration

  • Export All Tabs: Export the current node configuration to a Json file

  • Export Current Tab: Export current tab configuration to Json file

  • Import: Import and create a new node

  • Import Add: Import and add the configuration to an existing node

Display Menu:

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  • Channel Full Name: Display the full name of the channel

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  • Order: Arrange the channels by Alphabetic or Default order

Keyframe Menu:

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  • Keyframe: Toggle a keyframe for all the channels in the current tab. If there is a channel that doesn’t have keyframe will add keyframe. If all channels have keyframe it will remove the keyframe.

  • Copy key: Copy current values in the buffer

  • Paste key: Paste from buffer and set keyframe

  • Delete current keyframe: Delete the current tab keyframe

  • Keyframe all tabs: Keyframe command will be applied to all tabs. With this option active the toggle functionality will change to always key.

Tabs Menu:

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  • New Tab: Create new tab.

  • Duplicate Tab: Duplicate current Tab

  • Rename Tab: Rename current tab

  • Delete Current Tab: Delete current Tab

Tabs can be added using the + icon in the tabs row

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Channels

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  1. Keyframe button: Same command as keyframe menu

  2. Copy key button: Same command as keyframe menu

  3. Copy paste button: Same command as keyframe menu

  4. Plus Button: Add selected channels from ChannelBox to Channel Master

  5. Minus Button: Remove SelecteT channels

  6. Lock refresh: in Main Tab

Search channel: will filter the channel list

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In the channels area we will find 2 context menus and a middle click slider precision widget.

Channel context menu: The actions in this menu can be apply to multiple selection

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  • Set Color: Set a custom color for easy identification.

  • Clear Color: Clear custom color.

  • Set Range: Set range min and max for the slider.

  • Reset Value to Default: Reset the channel value.

  • Select Host: Select the object that owns the channel.

Keyframe channel button context menu.:

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  • Next Keyframe: Move time to the next keyframe.

  • Previous Keyframe: Move time to the previous keyframe.

  • Remove Animation: Delete channel animation.

Keyframe button color coding:

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  • Red: Keyframe in the current frame.

  • Green: Animation but not keyframe in the current frame.

  • Yellow: Current value changed.

The slider precision widget is similar to the one from Houdini

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Soft Tweaks

This tool create and manage SoftTweaks (ST for short) and also provide as simple API to import and export configurations, so is possible to integrate with your pipeline and animation publishing system.

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SoftTweak is a dynamic position tweak using softmod deformer The credit of the idea goes to Vasil Shotarov , thanks!

The SoftTweak have 2 controls. The Base represents the bind position where the ST will not have any effect. The main control will trigger the deformation when is not in the reset position..

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In the ST main control we can find a falloff channel to control the area of deformation

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SoftTweak Manager GUI

By default the SoftTweak is design to be used by shot and not part of a rig. However if is needed to publish a rig with some SoftTweaks there is an option to flag (is_asset_softTweak) the SoftTweak as asset tweak. So the tool will make a distinction between the ones that need to be publish with the shot and the ones that are included in the asset.

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File Menu:

  • Export Selected: Exports selected ST from the list

  • Export All: Exports all the ST from the list. If search filter is used, will not affect the export. But export will make a distinction between regular SoftTweak and asset SoftTweak

  • Import: Import ST configuration from a file.

GUI:

  • Search Filter: (1) Quick search filter of the SoftTweak list.

  • SoftTweaks List: (2) ST selection list.

  • Create Auto Tweak: Create a tweak based on the current selection.

    1. Select the objects to apply the ST

    2. Last element selected should be a control. This will be the parent of the ST. Also the ST will take the Name and the group(set) from the parent

    3. Click Crete Auto Tweak

  • Name: Name of the new ST.

  • Ctl grp: Group of controls to add the new ST controls.

  • Parent: Parent of the new ST.

  • Ctl Size: Parent of the new ST.

  • New Tweak: Create a new ST.

  • Delete Tweak: Delete the tweaks selected in the ST list.

  • Add Object to Selected Tweak: Add selected objects to the tweaks selected in the ST list.

  • Remove Object from Selected Tweak: Remove selected objects from the tweaks selected in the ST list.

  • Select Ctl: Select the control from the tweaks selected in the ST list.

  • Select Base Ctl: Select the Base control from the tweaks selected in the ST list.

  • Select Affected Objects: Select the object affected by the the tweaks selected in the ST list.

  • is_asset_softTweak: Tag the new created ST as an asset ST. This will also change the ST selection list to show the asset ST.

  • Use Custom Extension: The new ST will have a custom suffix.

  • Suffix Name: (3) Suffix name for the new ST.

API

# To import a softTweak configuration from script editor or Shifter Custom Step:

from mgear.animbits import softTweaks as st
st.importConfigurationFromFile(filePath= path to the .smt configuration file)

# to export configuration
# list the softtweaks in the scene
softtweaks = st._listSoftModTweaks(is_asset=False)
# export
st.exportConfiguration(softtweaks)

Smart Reset Attribute/SRT

This command will reset the SRT (Scale, rotation and Translation of any selected object). If an attribute is highlighted in the Channel Box, will reset the channel instead.

TIP: Set a hotkey for this command using mGear Hotkey creator in utilities menu.

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Cache Manager

Generate and manage GPU cache (Alembic) representations of rigged geometry to improve viewport performance in heavy scenes.

Key Features:

  • Generate GPU caches for referenced rigs

  • Automatic rig unloading or hiding after cache generation

  • Filter and manage multiple rigs in a scene

  • Preference-based configuration saving

UI Options:

  • Rig Switch - Choose to Unload or Hide rig after caching

  • Model Group - Target group containing shapes to cache

  • GPU Path - File destination for cache files

  • Display Type - Color display override or Keep current

Main Operations:

  • Cache - Generate GPU cache for selected rig

  • Reload Rig - Reload previously unloaded/hidden rig

  • Color - Set display color override for cached geometry

HumanIK Mapper

Map and configure mocap skeleton to mGear rig controls with support for the HumanIK system, enabling batch baking and sub-IK control support.

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Key Features:

  • Initialize HIK character definitions from rig controls

  • Configure bone-to-control mappings for all body parts

  • Support for arm/leg roll controls and sub-IK bindings

  • Single and batch baking of HIK animation

  • Export/import character configuration as .hikm files

  • Mirror mapping support (Left/Right automation)

Setup Tab

Workflow:

  1. Click Initialize to create/setup HIK character from rig

  2. Use body part buttons (Head, Spine, Arms, Legs, Hands) to configure mappings

  3. Enable Mirror checkbox to automatically apply mappings to both sides

  4. Configure Sub IK controls if needed for additional animation layers

  5. Review mappings in the expandable Mapping Table section

Body Part Buttons:

  • Head - Map head and neck controls

  • Spine - Map spine chain controls

  • Left/Right Arm - Map arm IK/FK controls

  • Left/Right Leg - Map leg IK/FK controls

  • Arm/Leg Rolls - Configure roll bone mappings

  • Hands - Map finger controls

Batch Bake Tab

Process multiple animation files at once:

  • Add FBX/animation files to the batch list

  • Batch Bake Layers - Bake animations as animation layers

  • Batch Bake Timeline - Bake animations directly to timeline

Menus:

  • File Menu - Import/Export HIK mapper configurations

  • Bake Menu - Bake, Bake to Timeline, Export/Import Batch Bake Config

Space Recorder

Record and apply world space transforms to selected objects across timeline ranges using 3 independent buffers.

Key Features:

  • Record world space transforms of objects over time

  • 3 independent buffers (A, B, C) for different animation states

  • Apply recorded spaces to same objects or different selection

  • Non-destructive, constraint-free animation transfer

Workflow:

  1. Select objects to record

  2. Click Record Buffer (A, B, or C)

  3. System records world matrix of each object across timeline

  4. Apply Buffer - Apply transforms back to original objects

  5. Apply Sel Buffer - Apply recorded transforms to current selection (different objects)

Use Cases:

  • Copy animation between rigs without constraints

  • Transfer space data for animation matching

  • Store multiple animation states for comparison

  • Match character movement to objects

Spring Manager

Configure and manage spring dynamics nodes that create secondary motion and jiggle effects on rigged characters.

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Key Features:

  • Configure spring parameters on Shifter spring nodes

  • Direction-based setup (X, Y, Z, -X, -Y, -Z)

  • Preset management system for saving/loading configurations

  • Batch operations for baking and deleting springs

Spring Parameters

  • Total Intensity (0-1) - Overall spring effect strength

  • Spring Rig Scale (0-100) - Scale spring relative to rig size

  • Translational Intensity (0-1) - Translation motion strength

  • Translational Damping (0-1) - Translation friction/damping

  • Translational Stiffness (0-1) - Translation resistance to deformation

  • Rotational Intensity (0-1) - Rotation motion strength

  • Rotational Damping (0-1) - Rotation damping

  • Rotational Stiffness (0-1) - Rotation resistance

Direction Buttons:

Quick setup for directional springs: X, Y, Z, -X, -Y, -Z

Preset System

  • Store and load spring configurations as .spg files

  • Custom library path support

  • Search and organize presets

  • Reuse configurations across different rigs

Menus:

  • Bake - Bake Selected, Bake All (convert dynamics to keyframes)

  • Delete - Delete Selected, Delete All

  • Presets - Set Library, Store Preset, Refresh, Delete Preset

  • Select - Select All Spring Targets

Bake/Clear Spring Nodes

Utility commands for managing spring animation:

  • Bake Spring Nodes - Convert spring dynamics into baked keyframe animation

  • Clear Baked Spring Nodes - Remove baked keyframes, restore live spring simulation

These commands work with Shifter spring components and are accessible from the Animbits menu.