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Creating an animation rig in Blender: Difference between revisions

Added the "Adding the Rigify Axis Correction Empties" header
(Added the "Adding the Rigify Axis Correction Empties" header)
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#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.


==Adding bone constraints to rig controller bones==
==Editing the rig_ui.py script==
Now we'll need to edit the Rig Layers panel a bit and add the wrist snapping functionality by putting three code snippets into rig_ui.py and running it.
Now we'll need to edit the Rig Layers panel a bit and add the wrist snapping functionality by putting three code snippets into rig_ui.py and running it.


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#<li value="79">We recommend backing up your file at this point.
#<li value="79">We recommend backing up your file at this point.
#Run the script, and move to the Layout tab. Your rig should look as shown in the screenshots on the right.
#Run the script, and move to the Layout tab. Your rig should look as shown in the screenshots on the right.
==Adding the Rigify Axis Correction Empties==
Before we add the Pose Matching functionality, we need to create Axis Correction Empties that will account for Rigify's axis orientation.
==Adding bone constraints to rig controller bones and drivers, and ==
This is the final section of this tutorial. Now we just have to add the Pose Matching functionality, so we can constrain the rig to imported animations in Pose 1 and Pose 2 collections. We do that by adding two new bones to the rig, bone constraints to the rig controller bones and then drivers which will control the influence of the bone constraints through the Z location of the newly added bones. We will also
#<li value="81">Go to Edit mode and select the Pose Matching layer.
#Add a new bone named ''Pose1''.
#Set its transforms as listed below (or make it as big as you want, this is purely a visual/ergonomic matter):
#*Head X,Y,Z: 1,0,0
#*Tail X,Y,Z: 1,0,1
#Duplicate the bone and rename it to ''Pose2''.
#Set its transforms as listed below (it will be simply mirrored along the X axis)
#*Head X,Y,Z: -1,0,0
#*Tail X,Y,Z: -1,0,1
#Switch to Pose mode.
#For both Pose1 and Pose2 bones, select them, go to Bone Properties tab, Viewport Display, Custom Shape and set the Custom Object to WGT-rig_shoulder.L.
##You can also set the Scale to 10 and disable the ''Scale to Bone Length'' checkbox for them if you want.
#For now, move both Pose 1 and Pose 2 in Global Z axis so that they are below the "floor" (XY plane).
#Select the Torso and all of the FK layers in the Rig Layers panel.




==


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