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(Added link to the "Using the Rigify animation rig" article) |
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# Import the animation you are using as a starting point. | # Import the animation you are using as a starting point. | ||
## 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, | # 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 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), press Ctrl+A, select Apply Visual Transform to Pose and keyframe it. | ||
# Disable bone constraints on the rig using the BoneConstraintEnabler script available [Blender#Script_for_enabling.2Fdisabling_bone_constraints_in_the_selected_armature HERE. | # Disable bone constraints on the rig using the BoneConstraintEnabler script available [[Blender#Script_for_enabling.2Fdisabling_bone_constraints_in_the_selected_armature|HERE]]. | ||
# '''Make your animation.''' | # '''Make your animation.''' | ||
# Once your animation is ready, use the Visual Transformer script available [ | # 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. | ||
# Using the ObjectConstraintEnabler script available [Blender#Script_for_enabling.2Fdisabling_constraints_in_selected_objects HERE, | # 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. | ||
# Export the animation as a DAE. | # Export the animation as a DAE. | ||
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# <li value="37">Copy the constraints to all of the remaining body parts.</li> | # <li value="37">Copy the constraints to all of the remaining body parts.</li> | ||
# At this point, the character is folded into Oni's default pose, described [[Importing_character_models#Oni.27s_default_orientation|HERE.]] This is hard to work with, so disable all of the object constraints with the ObjectConstraintEnabler script available [[Blender#Script_for_enabling.2Fdisabling_constraints_in_selected_objects|HERE | # At this point, the character is folded into Oni's default pose, described [[Importing_character_models#Oni.27s_default_orientation|HERE.]] This is hard to work with, so disable all of the object constraints with the ObjectConstraintEnabler script available [[Blender#Script_for_enabling.2Fdisabling_constraints_in_selected_objects|HERE]]. We will also fix the folded pose in a moment. | ||
# Add a ''Copy Location'' constraint to the ''Pelvis'' and: | # Add a ''Copy Location'' constraint to the ''Pelvis'' and: | ||
## Set the ''Target to ''rig'', | ## Set the ''Target to ''rig'', | ||
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#<li value="100"> Select any FK (green) bone and set the IK-FK slider to 1. Do this for all four limbs. This has to be done because pose matching works only through FK. | #<li value="100"> Select any FK (green) bone and set the IK-FK slider to 1. Do this for all four limbs. This has to be done because pose matching works only through FK. | ||
# Using the [ | # Using the [[Blender#Rig_bone_constraint_target_setting_script|RigBoneConstraintTargetSetter script]], set the targets for the ''Copy Rotation.001'' and ''Copy Rotation.002'' bone constraints. You can do that by having the rig in Pose mode, going to the Scripting tab, copying and pasting the script, and running it with <code>prefix</code> value set to 1, and then set to 2. | ||
# If you didn't get any errors, move one of the Pose bones in the global Z axis above the XY plane - the T-posed character should now snap to one of the animations in the ''Pose'' collections, as shown in the screenshot on the right. | # If you didn't get any errors, move one of the Pose bones in the global Z axis above the XY plane - the T-posed character should now snap to one of the animations in the ''Pose'' collections, as shown in the screenshot on the right. | ||
# Congratulations! The rig is now ready to be used. | # Congratulations! The rig is now ready to be used. | ||
[[Category:Modding tutorials]] | [[Category:Modding tutorials]] |