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Creating an animation rig in Blender: Difference between revisions

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#*MCH-shin_tweak.L
#*MCH-shin_tweak.L
#*MCH-shin_tweak.R
#*MCH-shin_tweak.R
#*MCH-foot_tweak.L
#*MCH-foot_tweak.R
# Snap ''MCH-torso.parent'' and ''MCH-torso_pivot'' to the ''mid'' body part. (You can also snap them to ''MCH-spine'' or ''MCH-spine.001'' bones as they're snapped to ''mid'' as well)
# Snap ''MCH-torso.parent'' and ''MCH-torso_pivot'' to the ''mid'' body part. (You can also snap them to ''MCH-spine'' or ''MCH-spine.001'' bones as they're snapped to ''mid'' as well)
# With X-Axis mirror enabled, select the MCH-forearm_ik.R bone and extrude it perpendicularly to the axis of the arm. You should now have the MCH-forearm_ik.R.001 and MCH-forearm_ik.L.001 bones. These bones are needed for the wrist snapping function which we'll implement later.
# With X-Axis mirror enabled, select the MCH-forearm_ik.R bone and extrude it perpendicularly to the axis of the arm. You should now have the MCH-forearm_ik.R.001 and MCH-forearm_ik.L.001 bones. These bones are needed for the wrist snapping function which we'll implement later.
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