Naming and Organization¶
Hierarchy and Collections¶
Rig objects are part of the mother collection named character1 (default name, can be renamed, see Set Character Name ).
The rig and UI objects are part of the child collection character1_rig. The custom shapes used for the controller bones shapes are part of the child collection character1_cs. This collection is hidden by default.
Rig objects are also parented to the char_grp empty, as a master/root object of the hierarchy.
When using the Additive mode for the secondary controllers, a second armature stands besides the main one, named”rig_add”:
The armature named rig is the one to be used by the animator.
The armature named rig_add which is hidden by default is the additive rig. It is not meant to be edited, you can fully ignored it, but it’s good to know some secondary bones rely on it so you must not delete it, when using Additive secondary controllers.
Layer 0: Main controllers
Layer 1: Secondary controllers
Layer 16: Other picker bones
Layer 17: Reference bones
Layer 31: Deforming bones
Others: For internal use only
User Interface - Controllers¶
Controller bones can be selected directly in the 3d view or by using the bone picker interface.
To hide controllers in the viewport, disable the “overlays”:
Picker Panel :You can easily select a group of controllers (arms, legs, secondary…) by making a rectangle selection (B key), show/hide layers… Note the picker layout can be customized, by default all buttons are spread on a grid template, but their position can be changed (see Picker Panel)
Bones named with c_ prefix (e.g. “c_root_master.x”) are “controller”: they are selectable, they’re meant to be animated. They may deform or not deform meshes.
Bones named with _ref suffix (e.g. “root_ref.x”) are “reference”: they’re just guides used to align the final rig on. They’re not part of the rig system itself but they’re part of the armature, in a hidden layer, revealed when clicking “Edit Reference Bones”. They don’t deform meshes.
Bones named without prefix are internal bones necessary for the rig mechanic. They may deform or not deform meshes.
.l and .r stands for the left or right side of the character (+X, -X). Right controllers are blue, left are red.
.x suffix means they belong to the center of the character, in green.
Shapes objects for bone display have the prefix cs_ (custom shapes).
Scaling the character¶
Scale the rig (armature) object to apply a global scale. The characters meshes objects must be parented to the armature.
Scaling directly the “c_pos” and “c_traj” controllers is safe from a rigging standpoint, but be careful when using the “Preserve Volume” option of the armature modifier: due to its limitation, it may lead to bad deformation on the elbow, knees and other parts where bones rotate.
The main controllers are fully scalable except a few ones. Don’t unlock the transforms values, it would lead to strange behaviors. Use the secondary controllers instead (second layer) to scale a specific part.
Arms and Legs¶
Select an arm or leg controller (c_hand_ik.l for example).
Press N key to display the properties panel on the right side of the 3d view and go to the Tool tab > Rig Main Properties
Stretch Length: To specify the length of the chain
Auto Stretch: To enable/disable auto-stretch (IK chain only). 1.0=enable, 0.0=disable
Fix Roll: To fix the ankle roll/twist effect when the foot is highly rotated. Useful for quadruped rigs.
IK-FK Switch To manually switch the kinematic type, from 0.0 (IK) to 1.0 (FK).
Snap IK-FK: to switch and snap the mode. If it’s currently set to IK it will set to FK, and vice versa.
By clicking the gear icon, you can access the advanced snap buttons:
Snap FK > IK: to snap the FK chain on the IK chain. The IK-FK switch will be set to FK (1.0) accordingly.
Snap IK > FK: to snap the IK chain on the FK chain. The IK-FK switch will be set to IK (0.0) accordingly.
Bake FK > IK: to snap the FK chain on the IK chain for a specified frame range, and bake it to keyframes. Useful when converting an FK animation to IK.
Bake IK > FK: to snap the IK chain on the FK chain for a specified frame range, and bake it to keyframes. Useful when converting an IK animation to FK.
Snap Pole Parent (IK only): to switch and snap the IK pole parent space (local/global, e.g. foot parent space for the leg, or global c_traj parent space). See the pole constraints to change the parent bone.
Legs Main Controllers¶
Select the controller c_foot_roll_cursor to access these foot motion:
Bank left-right: translate Z axis
Foot rotation from heel/end toes: translate X axis
Foot rotation from the toes: Select the controller c_foot_01 to rotate the heel from the toes pivot.
In IK mode, the knee/elbow can be oriented using the pole controller, or using the direct rotation controller (pressing RR (two times R Key) is recommended to rotate it easily)
Elbows and Knees Pinning¶
Select the pinning bone and set the pinning property to 1.0 for a full pinning.
Typical example of a character with pinned elbow on the table to virtually stick them to the surface.
If neck twist bones are enabled, the neck twist amount can be adjusted with Neck Global Twist and Neck Twist
The head rotation can inherit or disinherit the neck rotation by selecting the head controller and setting the Head Lock value. The Snap Head Lock button will automatically switch the value and preserve the head rotation.
By selecting the jaw controller, use the Lips Retain value with additional stretch and squash to keep the lips sealed when opening the jaw.
Eyes and Targets¶
There are two ways for animating the eyes. If you want to use the targets (IK, translation), select the controllers in front of the arrow, otherwise use the circle under the eyebrows, inside of the big one (FK, rotation). The smallest one controls the eye reflection:
When selecting one of these controllers, this property will be displayed in the property panel to let you choose wich option you want to use:
The amount of automatic eyelid rotation, based on the eyes rotations, can be found when clicking on the eyes or eyelids controllers
To bend all fingers at once, select the hand controller, and tweak the Fingers Grasp property in the Rig Main Properties tab:
It rotates 2 or 3 phalanges depending on the rigging setup (see Rotate Fingers from Scale ).
This only rotates fingers linearly on the X axis though, it may not be accurate enough to make a decent fist pose. Use the Hand Fist feature to make a real fist pose.
You can rotate the three finger phalanges at once by selecting the base finger bone of any finger and use this parameter:
If a fist controller (Hand Fist) has been added on the hand, it will nicely curl the fingers into a pre-defined fist pose when scaling it. It is more accurate than Grasp Fingers property:
If the rig is setup with the Rot from Scale parameter, scaling the first phalange will rotate the other phalanges.
Rotating the base finger of the pinky will spread out the other fingers as well:
Feel free to make an extensive use of the secondary controllers for fine pose sculpting. For example, here is an extreme leg deformation (default skinning weights), before and after tweaking:
Additionnaly, you can create corrective shape keys. Choose the workflow you prefer!
Spline IK limbs have various options to enable or disable stretch (Y Scale), volume preservation and variation.
Mirror the Pose¶
Select the controllers you want to mirror then click these buttons:
UI Camera for Multiple Characters¶
In case of multiple characters in the scene, to update the picker window view with the selcted characters, click Set Picker Cam in the Rig Main Properties tab.