Creating an animation rig in Blender: Difference between revisions

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# Snap ''MCH-torso.parent'' and ''MCH-torso_pivot'' to the ''mid'' body part. (You can also snap them to ''MCH-spine'' or ''MCH-spine.001'' bones as they're snapped to ''mid'' as well)
# Snap ''MCH-torso.parent'' and ''MCH-torso_pivot'' to the ''mid'' body part. (You can also snap them to ''MCH-spine'' or ''MCH-spine.001'' bones as they're snapped to ''mid'' as well)
# With X-Axis mirror enabled, select the MCH-forearm_ik.R bone and extrude it perpendicularly to the axis of the arm. You should now have the MCH-forearm_ik.R.001 and MCH-forearm_ik.L.001 bones. These bones are needed for the wrist snapping function which we'll implement later.
# With X-Axis mirror enabled, select the MCH-forearm_ik.R bone and extrude it perpendicularly to the axis of the arm. You should now have the MCH-forearm_ik.R.001 and MCH-forearm_ik.L.001 bones. These bones are needed for the wrist snapping function which we'll implement later.
# Switch to Pose mode and add a ''Copy Rotation'' bone constraint to MCH-forearm_ik.R.001 and MCH-forearm_ik.L.001 bones, targeting MCH-forearm_ik.R and MCH-forearm_ik.L bones (i.e. for the ''MCH-forearm_ik.R.001'', ''Target'' is ''rig'', while ''Bone'' should be set to ''MCH-forearm_ik.R.001'')


==Editing the bone constrants==
==Editing the bone constrants==
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