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Creating an animation rig in Blender: Difference between revisions

Added new points up to 49
(Added new points up to 49)
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# In Edit mode, go to Object Data Properties tab / Skeleton, select Layer 29 (the DEF/Deform) and delete all bones in it.
# In Edit mode, go to Object Data Properties tab / Skeleton, select Layer 29 (the DEF/Deform) and delete all bones in it.
# Select layer 28, and move the root bone to layer 24 (Change Bone Layer, default shortcut is M)
# Select layer 28, and move the root bone to layer 24 (Change Bone Layer, default shortcut is M)
# Remove the bones listed below from the rig. Keep in mind you can have one layer enabled at a time for your convenience. For the record, we will not be editing MCH or ORG layers until later, so you can ignore their layers for now. '''IMPORTANT NOTE: tweak_spine.001 must be left as it's necessary for the rig to function properly.'''
# Remove the bones listed below from the rig. Keep in mind you can have one layer enabled at a time for your convenience. For the record, we will not be editing MCH or ORG layers until later, so you can ignore their layers for now. '''IMPORTANT NOTE: Be sure to not delete tweak_spine.001 accidentally, as it's necessary for the rig to function properly.'''


{| class="wikitable"
{| class="wikitable"
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|-
|-
| tweak_spine.003 || Torso (Tweak)
| tweak_spine.003 || Torso (Tweak)
|-
| spine_fk.001 || Torso (Tweak)
|-
| spine_fk.002 || Torso (Tweak)
|-
|-
| upper_arm_tweak.L || Arm.L (IK)
| upper_arm_tweak.L || Arm.L (IK)
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|}
|}


#<li value="47">Using 3D Cursor snapping, snap ''torso'' and ''torso_pivot'' bones to the ''mid'' body part.</li>
##Since ''torso'' and ''torso_pivot'' are of the same size, etc. and thus are overlapping each other, feel free to move their tails a bit in the appropriate axis. This applies to all overlapping bones in the rig - if they overlap, move the tail in the axis parallel to the bone.
#Reparent ''shoulder.L'' and ''shoulder.R'' bones from ''ORG-spine.003'' to ''ORG-spine.002''.
# Controller bones are now adjusted, and we can move on to ORG and MCH layers. Select the ORG layer (31), reparent the bones and set their ''Connected'' box according to the table below. '''' means no change is needed.
{| class="wikitable"
|-
! Bone !! Parent !! Connected
|-
| ORG-spine || root || x
|-
| ORG-spine.001 || ORG-spine || Yes
|-
| ORG-spine.002 || ORG-spine.001 || Yes
|-
| ORG-shoulder.L || ORG-spine.002 || x
|-
| ORG-shoulder.R || ORG-spine.002 || x
|-
| ORG-upper_arm.L || x || No
|-
| ORG-upper_arm.R || x || No
|}


[[Category:Modding tutorials]]
[[Category:Modding tutorials]]
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