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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)
(Added the "Adding the Rigify Axis Correction Empties" header)
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==Adding the Rigify Axis Correction Empties==
==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.
Before we add the Pose Matching functionality, we need to create Axis Correction Empties that will account for Rigify's axis orientation.
#Switch to Object Mode.
#Duplicate the ''Axis Correction Empties'' collection and rename it to ''Rigify Axis Correction Empties''
## Rename the ACPelvis.001 to RACHead and move it in the global Z axis so that it is aligned with the head along the Y axis (or 3D cursor snap it)
## Rename the remaining empties in the newly-made collection by removing the ''.001'' suffix and changing the ''AC'' prefix to ''RAC''.
## Set the rotations of the empties according to the table below:
{| class="wikitable"
|-
! Empty !!  X rotation || Y rotation || Z rotation
|-
| RACFeet || 38.1 || 90 || 0
|-
| RACHandL ||  -180 || 0 || 90
|-
| RACHandR || 0 || 0 || -90
|-
| RACHead || -90 || -90 || 0
|-
| RACLimbs || 90 || 90 || 0
|-
| RACSpine || 180 || -90 || 0
|}


==Adding bone constraints to rig controller bones and drivers, and ==
==Adding bone constraints to rig controller bones and drivers, and ==
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