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Using the Rigify animation rig: Difference between revisions

(→‎Required tools and commands: - added BlenderOni, albeit download link is yet to be added)
(→‎General workflow of animating for Oni using Rigify: - Added info regarding BlenderOni)
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# Import the animation you are using as a starting point. For more detailed information on how to import an Oni animation to Blender, see the next header.
# Import the animation you are using as a starting point. For more detailed information on how to import an Oni animation to Blender, see the next header.
## If you did point 3, apply the textures on the animated model.
## If you did point 3, apply the textures on the animated model.
# Using the RigBoneConstraintTargetSetter script available [[Blender#Rig_bone_constraint_target_setting_script|HERE,]] set the targets of the rig's bone constraints to be the body parts of the animation you've imported.
# Using the ''Set Rig Bone Constraint Targets'' option in BlenderOni, set the targets of the rig's bone constraints to be the body parts of the animation you've imported.
# Using the Pose Matching functionality, constrain the rig to the imported animation (Set the IK-FK sliders on rig limbs to 1, as Pose Matching works only through FK controllers)
# Using the Pose Matching functionality, constrain the rig to the imported animation (Set the IK-FK sliders on rig limbs to 1, as Pose Matching works only through FK controllers)
# For each frame that you want to remain in your animation, while having all the bones selected (or the ones you want), press Ctrl+A, select Apply Visual Transform to Pose and keyframe it.
# For each frame that you want to remain in your animation, while having all the bones selected (or the ones you want), either:
# Disable bone constraints on the rig using the BoneConstraintEnabler script available [Blender#Script_for_enabling.2Fdisabling_bone_constraints_in_the_selected_armature HERE.]
## Press Ctrl+A, select ''Apply Visual Transform'' to Pose and keyframe it,
## Or use the ''Bone Visual Transformer'' option in BlenderOni to bake frames within a specified frame range.
# Disable bone constraints on the rig using the ''Bone Constraint Switch'' option in BlenderOni.  
# '''Make your animation.'''
# '''Make your animation.'''
# Once your animation is ready, use the Visual Transformer script available [[Blender#Visual_transformer_script|HERE,]] to bake the rig keyframes into the character model.
# Once your animation is ready, use the ''Object Visual Transformer'' option in BlenderOni to bake the rig keyframes into the character model.
# Using the ObjectConstraintEnabler script available [[Blender#Script_for_enabling.2Fdisabling_constraints_in_selected_objects|HERE,]] disable the object constraints on the character model. '''The character model should now be animated and have the needed rotations and locations.
# Using the ''Object Constraint Switch'' option in BlenderOni, disable the object constraints on the character model. '''The character model should now be animated and have the needed rotations and locations.
# Export the animation as a DAE.
# Export the animation as a DAE.


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