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Blender: Difference between revisions

104 bytes removed ,  6 September 2021
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general wiki and language touchup on new material
m (general wiki and language touchup on new material)
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* [https://www.youtube.com/watch?v=vKgH5zXIYmM Rigify (CGDive)]
* [https://www.youtube.com/watch?v=vKgH5zXIYmM Rigify (CGDive)]


==Animation rig for Blender==
==Animation rig with IK and FK==
Currently we have a rig available in the form of a [http://mods.oni2.net/node/388 Blender scene available here.] The rig was made by Geyser and Delano762, and a '''loose''' tutorial on how to use it is available [http://oni.bungie.org/forum/viewtopic.php?id=3245 here.] The rig is based off the Rigify plugin for Blender.
Currently we have a rig available in the form of a Blender scene available [http://mods.oni2.net/node/388 HERE]. The rig was made by Geyser and Delano762, and a '''loose''' tutorial on how to use it is available [http://oni.bungie.org/forum/viewtopic.php?id=3245 HERE]. The rig is based off the Rigify plugin for Blender.


Rig's capabilities include:
The rig has these capabilities (which come with Rigify by default, unless otherwise noted):
* Snapping to Oni animations through rig's bone constraints controlled by the Z-location of the objects in the Pose Matching layer (added feature in comparison to the rest which come with Rigify by default),
* Snapping to Oni animations through bone constraints controlled by the Z location of the objects in the Pose Matching layer (added feature)
* Inverse and Forward Kinematics (IK and FK),
* Inverse and Forward Kinematics (IK and FK)
* Snapping between IK and FK chains,
* Snapping between IK and FK chains
* Function to snap IK hand controller rotation to the wrist bone, integrated into rig_ui.py (added feature),
* Function to snap IK hand controller rotation to the wrist bone, integrated into rig_ui.py (added feature)
* IK joint poles for specifying limb joints (elbows and knees) should be facing,
* IK joint poles for specifying limb joints (elbows and knees) should be facing
* Sliders specifying how much should neck, head and FK limbs retain their World space rotation instead - that is Neck Follow, Head Follow and FK Limb Follow,
* Sliders specifying how much the neck, head and FK limbs should retain their world space rotation that is, Neck Follow, Head Follow and FK Limb Follow
* IK Foot pivoting controllers around toes and the heel,
* IK Foot pivoting controllers around toes and the heel
* Root bone,
* Root bone
* Rig has some scripts available for it listed below.
* The rig has some scripts available for it listed below


==Tutorial for creating Animation rig for Blender from scratch==
==Tutorial for creating animation rig==
If you want to create the above rig, and learn a bit about rigs, IK/FK, Rigify, Blender, its bone layers, bone constraints, scripts, issues with Oni models and animations like rotation order incompatible with Blender and whatnot, an article detailing how to create this rig from scratch is available [[Creating_an_animation_rig_in_Blender|here.]]
If you want to create the above rig, and learn a bit about rigs, IK/FK, Rigify, Blender, bone layers, bone constraints, scripts, issues with Oni models and animations such as the rotation order being incompatible with Blender, see [[Creating an animation rig in Blender]].


==Scripts==
==Scripts==