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(Added the "Adding the Rigify Axis Correction Empties" header) |
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#For both toe.R and toe.L, set the scale to 0. At this point, the rig should look as shown in the screenshot on the right. | #For both toe.R and toe.L, set the scale to 0. At this point, the rig should look as shown in the screenshot on the right. | ||
== | ==Editing the rig_ui.py script== | ||
Now we'll need to edit the Rig Layers panel a bit and add the wrist snapping functionality by putting three code snippets into rig_ui.py and running it. | Now we'll need to edit the Rig Layers panel a bit and add the wrist snapping functionality by putting three code snippets into rig_ui.py and running it. | ||
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#<li value="79">We recommend backing up your file at this point. | #<li value="79">We recommend backing up your file at this point. | ||
#Run the script, and move to the Layout tab. Your rig should look as shown in the screenshots on the right. | #Run the script, and move to the Layout tab. Your rig should look as shown in the screenshots on the right. | ||
==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. | |||
==Adding bone constraints to rig controller bones and drivers, and == | |||
This is the final section of this tutorial. Now we just have to add the Pose Matching functionality, so we can constrain the rig to imported animations in Pose 1 and Pose 2 collections. We do that by adding two new bones to the rig, bone constraints to the rig controller bones and then drivers which will control the influence of the bone constraints through the Z location of the newly added bones. We will also | |||
#<li value="81">Go to Edit mode and select the Pose Matching layer. | |||
#Add a new bone named ''Pose1''. | |||
#Set its transforms as listed below (or make it as big as you want, this is purely a visual/ergonomic matter): | |||
#*Head X,Y,Z: 1,0,0 | |||
#*Tail X,Y,Z: 1,0,1 | |||
#Duplicate the bone and rename it to ''Pose2''. | |||
#Set its transforms as listed below (it will be simply mirrored along the X axis) | |||
#*Head X,Y,Z: -1,0,0 | |||
#*Tail X,Y,Z: -1,0,1 | |||
#Switch to Pose mode. | |||
#For both Pose1 and Pose2 bones, select them, go to Bone Properties tab, Viewport Display, Custom Shape and set the Custom Object to WGT-rig_shoulder.L. | |||
##You can also set the Scale to 10 and disable the ''Scale to Bone Length'' checkbox for them if you want. | |||
#For now, move both Pose 1 and Pose 2 in Global Z axis so that they are below the "floor" (XY plane). | |||
#Select the Torso and all of the FK layers in the Rig Layers panel. | |||
[[Category:Modding tutorials]] | [[Category:Modding tutorials]] |
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