# Settings

## 🧩 General&#x20;

This section describes how to set up the **main objects** and the **rig group** for proper animation processing and BakeGeneration.

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<summary>Preview</summary>

<figure><img src="https://3479593160-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FaCVNsar8ZEfoLG1XkC2o%2Fuploads%2FwLfVBpkruZ6BSUoSShrR%2FSettings.png?alt=media&#x26;token=0ece54d0-53a7-4833-95f8-8766888010fa" alt="" width="504"><figcaption></figcaption></figure>

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### 📋 Components

#### 1. Main Objects

These are the **primary objects** that contain animations.\
They can also be used to generate BlendShapes with **Generation**.

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#### 2. Rig Group

A group (or list) of objects initialized by the user as a **RIG**.\
These objects are required for BakeGeneration to function correctly.

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### 💡 Tips

* You can select individual objects or the entire group.
* The algorithm will automatically detect all meshes that contain animations.
* By clicking on the filled field, you can quickly check which objects were detected.

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### ⚠️ Common Issues

* If a controller is **hidden, invisible, or missing** from the Rig Group, no BlendShape will be created.
* If a controller has **locked attributes**, a BlendShape will also not be created.

## 🎛 Rig

This section defines how the **controller detection algorithm** works inside the **RIG** module.\
All objects are divided into two categories:

* **UnTracking** — objects that are analyzed but ignored by the logic.
* **Tracking** — objects that are actively checked for BlendShapes or connections with main objects.

<details>

<summary>Preview</summary>

<figure><img src="https://3479593160-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FaCVNsar8ZEfoLG1XkC2o%2Fuploads%2F1EYejkcj0nJTA2mpGzxw%2FSettings(Rig).png?alt=media&#x26;token=ba331405-6dd1-4c80-a286-7372414b0c05" alt="" width="563"><figcaption></figcaption></figure>

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### 📋 Interface

#### 1. UnTracking

A list of objects that the algorithm can see, but will **not** treat as controllers.\
Example: `camera`, `light`, `shader`.

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#### 2. Tracking

A list of objects that **will be tracked** and considered in the logic.\
Example: `locator`, `mesh`, `nurbsCurve`.

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#### 3. 🔄 Reset

A button that restores all settings to their **default values**.

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### 💡 Tips

* To move an object from **UnTracking** to **Tracking**, simply **drag & drop** it.
* Use **Reset** anytime you need to quickly return to default parameters.
