Creating an animation rig in Blender: Difference between revisions

Finished the "Creating the Rigify metarig and adding limb flexion" header.
(Finished the "Creating the Rigify metarig and adding limb flexion" header.)
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### Snap bone's tail to the head,
### Snap bone's tail to the head,
### Move the head along the Y axis by some amount will make it easy to select but not too big.
### Move the head along the Y axis by some amount will make it easy to select but not too big.
# In edit mode, set the following rolls for the Metarig bones as described below:
# In edit mode, set the following rolls for the Metarig bones as described below (if you don't, body parts, mainly shoulders, will get badly rotated after constraining them to the rig after its generation):
## shoulder.L, 90 degrees,
## shoulder.L, 90 degrees,
## shoulder.R, -90 degrees,
## shoulder.R, -90 degrees,
## ''All'' other bones, 0 degrees.
## ''All'' other bones, 0 degrees.
# Now we have to set up how our Rigify rig layers will be named and set up. Go to the Object Data Properties tab, open up Rigify Layer Names, and set the table according to the screenshot below, marked as Point 32.
# The metarig is now correctly adjusted. Your scene should look as shown in the screenshot below, marked as Point 33.
# We highly recommend to save your project here and to continue your work in a new file (i.e. save, then save as a new file and continue your work on the new file), so that you can revert to the version you had until now and adjust the Metarig if needed. You can skip this, work on a single file, adjust the metarig, delete your current rig and generate a new one, but it may or may not be less convenient to rename.
# Generate the rig. Congratulations, you have generated the rig and can move to constraining the character to it. Your scene should look as shown in the screenshot below, marked as Point 35.
{| class="wikitable"
|-
| [[Image:RigifyLayerNames.png|300px|frameless]] || [[Image:Metarig.png|400px|frameless]] || [[Image:Rig.png|400px|frameless]]
|-
! Point 32, Rigify layer names for the rig !! Point 33, fully adjusted Metarig. !! Point 35, generated rig.
|}


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