Jump to content

Using the Rigify animation rig: Difference between revisions

m
proper capitalization for sections
m (section was moved to Blender)
m (proper capitalization for sections)
Line 2: Line 2:
This article is intended to explain the workflow of using the [http://mods.oni2.net/node/388 Rigify-based animation rig for Blender] (made by geyser) for the purpose of making Oni animations, and also how to use it, and what are the Oni-specific additions to it that we've made.
This article is intended to explain the workflow of using the [http://mods.oni2.net/node/388 Rigify-based animation rig for Blender] (made by geyser) for the purpose of making Oni animations, and also how to use it, and what are the Oni-specific additions to it that we've made.


==Prerequisite Tutorials==
==Prerequisite tutorials==
I highly recommend watching the tutorials below if you feel you're lacking knowledge in any of these subjects:
I highly recommend watching the tutorials below if you feel you're lacking knowledge in any of these subjects:


Line 18: Line 18:
Also, it's worth noting that a huge part of this article is in fact copy-pasted from this tutorial.
Also, it's worth noting that a huge part of this article is in fact copy-pasted from this tutorial.


* [[Creating_an_animation_rig_in_Blender|Creating an animation rig in Blender ]]
* [[Creating_an_animation_rig_in_Blender|Creating an animation rig in Blender]]
 
==Required tools and commands==
==Required tools and commands==
There are several things worth knowing before you start creating the rig, tools to get and tutorials to have ready to reference for commands.
There are several things worth knowing before you start creating the rig, tools to get and tutorials to have ready to reference for commands.
Line 65: Line 66:
# If you've imported the textured model, [[Blender#Broken_alpha_transparency_and_textures_on_animated_models|apply textures to the animated models and fix the alpha transparency issue.]]
# If you've imported the textured model, [[Blender#Broken_alpha_transparency_and_textures_on_animated_models|apply textures to the animated models and fix the alpha transparency issue.]]


==Added functionalies==
==Added functionalities==
This header describes functionalities added to the rig by geyser that are not normally present in Rigify.
This header describes functionalities added to the rig by geyser that are not normally present in Rigify.


===Pose Matching===
===Pose matching===
The way we do animations is we almost universally start by copying the first or last frame of the preceeding animation. For this reason, we needed functionality that would allow us to snap the rig to an animated Oni character. The way it works, it that it uses bone constraints in rig controller bones targeting the character model in order to snap the rig to the model. The influence of the bone constraints is controlled through the Z location of Pose1 and Pose2 bones in the Pose Matching layer, which is done through drivers.
The way we do animations is we almost universally start by copying the first or last frame of the preceeding animation. For this reason, we needed functionality that would allow us to snap the rig to an animated Oni character. The way it works, it that it uses bone constraints in rig controller bones targeting the character model in order to snap the rig to the model. The influence of the bone constraints is controlled through the Z location of Pose1 and Pose2 bones in the Pose Matching layer, which is done through drivers.


Line 80: Line 81:
|-
|-
|}
|}
===Wrist snapping===
===Wrist snapping===
Often when using the IK handles for the arms you will find out that most of the time, you will need the hand to have the same rotation as the forearm. Normally this would mean that you would have to rotate the hands all the time, because IK handles are mainly moved around, and rotated later. For this reason, the wrist snapping functionality was implemented - you can simply copy the rotation of the forearm to the hand by pressing the "IK wrist" button.
Often when using the IK handles for the arms you will find out that most of the time, you will need the hand to have the same rotation as the forearm. Normally this would mean that you would have to rotate the hands all the time, because IK handles are mainly moved around, and rotated later. For this reason, the wrist snapping functionality was implemented - you can simply copy the rotation of the forearm to the hand by pressing the "IK wrist" button.