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Creating an animation rig in Blender: Difference between revisions

m
(Added the "Adding bone constraints to rig controller bones" header)
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#Select the tweak_spine.001 bone:
#Select the tweak_spine.001 bone:
## Set the Custom Object to WGT-rig_thigh_parent.L - this will make it much more easier to read.
## Set the Custom Object to WGT-rig_thigh_parent.L - this will make it much more easier to read.
## Set the scale to 1.5.
## Set the Scale to 1.5.
## Disable the ''Scale to Bone Length'' checkbox.
## Disable the ''Scale to Bone Length'' checkbox.
# Select the spine_fk bone:
## Disable the ''Scale to Bone Length'' checkbox.
## Set the Scale to 0.
#For both hand_ik.R and hand_ik.L bones, disable the ''Scale to Bone Length'' checkbox.
#For both hand_ik.R and hand_ik.L bones, disable the ''Scale to Bone Length'' checkbox.
#For both foot_ik.R and foot_ik.L bones, do the following:
#For both foot_ik.R and foot_ik.L bones, do the following:
## Disable the ''Scale to Bone Length'' checkbox.
## Disable the ''Scale to Bone Length'' checkbox.
## Set the scale to 2.
## Set the Scale to 2.
#For both toe.R and toe.L, set the scale to 0. At this point, the rig should look as shown in the screenshot on the right.
#For both toe.R and toe.L, set the scale to 0. At this point, the rig should look as shown in the screenshot on the right.


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