Jump to content

Creating an animation rig in Blender: Difference between revisions

(Added "Creating the Rigify metarig and adding limb flexion" header)
Line 198: Line 198:
|}
|}


# <li value="26>Now you need to adjust metarig's bones so that they match up with character body parts. In order to reduce the amount of needed work, switch to Edit Mode and check the X-Axis Mirror either in Options or the Tool tab.</li>
# <li value="28">Now you need to adjust metarig's bones so that they match up with character body parts. In order to reduce the amount of needed work, switch to Edit Mode and check the X-Axis Mirror either in Options or the Tool tab.</li>
# Switch to Object mode and using the Snapping Cursor to Active, and Snapping Selection to Cursor in the Snap menu (Shift + S), keep snapping cursor to model's body parts, selecting the Metarig, switching to Edit mode, selecting the appropriate bone and snapping it to 3D Cursor. '''I believe it is intuitive which bones should be snapped to which body parts, therefore there is no need for a table describing that, with the exception of hints on what should be done about spine.004, hand.L, hand.R, toe.L, toe.R, heel.02.L and heel.02.R.'''
# Switch to Object mode and using the Snapping Cursor to Active, and Snapping Selection to Cursor in the Snap menu (Shift + S), keep snapping cursor to model's body parts, selecting the Metarig, switching to Edit mode, selecting the appropriate bone and snapping it to 3D Cursor. '''I believe it is intuitive which bones should be snapped to which body parts, therefore there is no need for a table describing that, with the exception of hints on what should be done about spine.004, hand.L, hand.R, toe.L, toe.R, heel.02.L and heel.02.R.'''
## There is actually nothing you need to do about the heel bones, leave them as they are.
## There is actually nothing you need to do about the heel bones, leave them as they are.
191

edits