7 Constraint Relinking
demeterdzadik@gmail.com edited this page 2024-05-03 21:49:48 +02:00

When working with CloudRig, you generally don't have to define individual constraints yourself - after all, the whole point of rig components is to generate the bones and constraints for you.

But unique characters have unique needs, where you may want to add additional constraints on specific bones that were generated. You could do this using the Tweak Bone component, but that can quickly make your metarig messy with the addition of many bones.

Constraint Relinking gives you a shortcut for moving constraints from the metarig bones to the generated controls. In order to make this as useful and efficient as possible, some specific behaviours are implemented:

Component Types

Different component types will move constraints to different generated bones. For example, the Toon Chain component will move constraints to its STR controls, while the FK Chain component will move them to the FK controls.

Constraint target

Most constraints require a target bone to function. There are two ways to specify this:

  • Simply select your generated rig and your target bone as normal. This is the recommended method.
  • Alternatively, if you don't want your metarig to be constrained to your generated rig, you can specify the constraint target bone in the constraint name using an "@" symbol. The Armature constraint supports multiple subtargets, eg. a constraint named "Armature@DEF-Head@DEF-Jaw" will fill in those two bone names to the first and second subtarget of the constraint.