Brush Assets Project #104846
@ -27,4 +27,5 @@ Add-ons Category Listings
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animation/index.rst
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import_export/index.rst
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node/index.rst
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rigging/index.rst
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system/index.rst
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11
manual/addons/rigging/index.rst
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11
manual/addons/rigging/index.rst
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###########
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Rigging
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###########
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These add-ons relate to rigging and armatures.
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.. toctree::
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:maxdepth: 1
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rigify/index.rst
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276
manual/addons/rigging/rigify/basics.rst
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276
manual/addons/rigging/rigify/basics.rst
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***********
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Basic Usage
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***********
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.. _bpy.ops.pose.rigify_generate:
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Basic Rig Generation
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====================
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#. Add a meta-rig structure from the :menuselection:`Add --> Armature` menu.
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#. Edit the bone positions to match the character geometry.
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#. In the armature properties click on the *Generate Rig* button to generate the rig.
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Add a Predefined Meta-Rig
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-------------------------
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.. reference::
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:Mode: Object Mode
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:Menu: :menuselection:`Add --> Armature`
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:Shortcut: :kbd:`Shift-A`
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Rigify stores all the information required to generate complex rig controls and mechanism in
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more simple armatures called "meta-rigs".
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The predefined meta-rigs can be found in the *Add* menu.
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Currently available meta-rig types are:
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- Basic Human (doesn't include face and fingers)
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- Basic Quadruped
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- Human
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- Cat
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- Wolf
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- Horse
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- Shark
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Edit Bone Positions
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-------------------
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To correctly match your character, meta-rig bones must be moved to correct positions.
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This can be achieved in two different ways: Pose Mode or Edit Mode.
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.. note::
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Rigify assumes that 1 unit corresponds to 1 meter. So a human is about 2 units tall.
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If your character is in a different scale and you are more familiar with modeling rather than rigging,
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it is suggested to scale it to Rigify dimensions before positioning the meta-rig bones.
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If you want to scale the character's geometry, we suggest you to first scale up the character in Object Mode,
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then apply the geometry scale with the *Apply Scale* tool.
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Rigify Human Alignment Tips
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^^^^^^^^^^^^^^^^^^^^^^^^^^^
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- Limbs: Keep the legs as straight as possible in the front view (Rigify human works better in predictable cases).
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Give the knee and the elbow a slight bend angle (Rigify needs to know where your knee/elbow is pointing).
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- Torso: Keep the spine as straight as possible in the front view (Rigify human works better in predictable cases).
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The last bone of the spine is the head. By default the next two bones (top to bottom)
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are considered the neck bones. It is suggested to keep the neck bones as aligned as possible while editing.
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- Face: Positioning face bones can be tricky if you are not an expert in bone editing and
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they are almost useless if you plan to make facial animation through shape keys.
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Consider removing face features from your character if they aren't really needed.
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If you don't need the face all the face bones can be deleted.
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All the face bones are in the *Face* armature bone collection by default.
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You can select them by displaying only that collection, selecting all of its content and
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then deleting the bones in Edit Mode to correctly remove the face.
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If you want to scale all the face bones at once, consider scaling the face master bone
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in Pose Mode (see Pose Mode matching method).
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The face master bone is placed in the same position of the head bone.
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To select it easily, hide all other bone collections.
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For more tips, see the :doc:`Positioning Guide </addons/rigging/rigify/bone_positioning>`.
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Pose Mode Matching (Basic)
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--------------------------
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Enter the meta-rig Pose Mode. Rotate, scale, and translate the bones in the correct position.
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When bones are in correct positions (always staying in Pose Mode)
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use :menuselection:`Apply --> Apply Pose As Rest Pose`.
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.. note::
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Connected bones cannot be translated in Pose Mode.
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You can scale the parent bones to match the general length and then refine child bones scale.
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For more detailed information on armature modes please refer to
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the :doc:`armatures section </animation/armatures/bones/editing/introduction>`.
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Edit Mode Matching (Advanced)
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-----------------------------
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Some basic armature display setup is suggested before entering bone Edit Mode.
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With the meta-rig selected, go in the Properties and click on the Object tab.
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Scroll down to the display panel and enable X-ray and under *Maximum Draw Type* selector select *Wire*.
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This way the bones will always be drawn in wireframe on top of your geometry.
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Then, always in the Properties click on the Armatures tab and under display check the *Axis* checkbox.
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This way you the bones rotation axes will be displayed during the edit process.
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For more detailed information on armature display modes please refer to
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the :doc:`Display panel page </animation/armatures/properties/display>`.
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Generating the Rig
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------------------
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With the bones in the correct positions, jump back in Object Mode, go to the Armature tab,
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scroll down to the bottom and click on the *Generate Rig* button to finalize the rig creation.
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The generation process will take from few seconds to one minute depending on
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rig complexity and hardware specifications of your machine.
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If the generated rig needs tweaking, you can modify the meta-rig accordingly and
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then click again on the generate button. If the rig already exists,
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Rigify will simply overwrite it retaining all your modifiers and constraints and -- where possible --
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all the previously generated features.
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For information about additional generation options, see the `Advanced Rig Generation`_ section.
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.. tip::
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If the metarig uses the legacy :doc:`face rig <./rig_types/faces>`, you can use the
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*Upgrade Face Rig* button that appears above *Generate Rig* to automatically upgrade
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to the new modular face system.
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The upgrade will preserve compatibility with existing skinning, but existing poses and
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animations will likely not be compatible due to subtle changes in control behavior.
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.. note::
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To make the rig overwriting work as expected, you need to have **both** the rig and
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the meta-rig visible before generating again. Rigify will try to unhide them in simple
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cases, but will abort generation if that fails.
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.. warning::
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As with all Python add-ons, Blender interface cannot be updated until the Python script execution is over.
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Wait until the rig appears to see the results.
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.. warning::
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Rigify is designed assuming a workflow where the meta-rig is kept available to allow re-generating
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the main rig whenever it is necessary to make changes to it. Removing the meta-rig after generating
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the main rig, or significantly modifying the generated rig is not advised: it will make it impossible
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to introduce features added in later versions of Rigify, or easily adapt it to breaking changes in later
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Blender versions. In general, automatic version update scripts will be provided for meta-rigs when necessary,
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but not generated rigs.
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Binding the Geometry to the Rig
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-------------------------------
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To bind the geometry to the rig you can use your preferred tools. Just few things you have to know:
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- All the deforming bones are in the *DEF* bone collection.
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- Eyes and Teeth bones of the legacy face are not deforming. You are supposed to bind the eyes and
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teeth geometry through Child Of constraints.
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- Usually armature deform with automatic weights do a really good job out of the box
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if you correctly place your bones (and there is enough topology to work with!).
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For more detailed information on bone collections, Armature modifier and weight painting refer to the Blender manual.
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.. _bpy.types.Armature.rigify:
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Advanced Rig Generation
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=======================
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Advanced Options Features
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-------------------------
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By using options in the Advanced sub-panel, it is possible to:
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- Generate more than one rig per scene.
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- Update/Override a specific rig.
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- Force previously generated widget objects to be overwritten.
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- Choose whether to use linked duplicates for left and right side widgets.
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- Execute a script data-block after generation.
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Advanced Options Sub-Panel
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--------------------------
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.. figure:: /images/addons_rigging_rigify_basics_advanced-panel.png
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:align: right
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:width: 300px
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Advanced rig generation options are by default hidden in a sub-panel. Click on the *Advanced* line to open it.
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Some of the options will be automatically set by Rigify if they have no value when a rig is generated,
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while others are fully controlled by the user.
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Rig Name
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When a brand new rig is generated, as opposed to overwriting an existing one, the value of this option
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is used to name it.
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If this field is empty, the new object will be named based on the name of the metarig according
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to the following rules:
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* If the name contains ``META``, it is replaced with ``RIG``.
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* If the name contains ``metarig``, it is replaced with ``rig``.
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* Otherwise, ``RIG-`` is prepended to the name.
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When overwriting an existing rig object specified by the *Target Rig* option, its name is not changed,
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allowing it to be freely renamed without having to keep the value of this option in sync.
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Target Rig :guilabel:`auto`
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This option specifies the generated rig to overwrite when re-generating from this metarig.
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If the option is not set, Rigify will generate a new rig object and store it in this option.
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.. note::
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When the option isn't set, Rigify will create a brand new rig object even if an object
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with a matching name already exists.
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Rig UI Script :guilabel:`auto`
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This option specifies the generated script datablock to overwrite when re-generating, and
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works in the same manner as *Target Rig*.
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The script controls the UI in the 3D Viewport that allows conveniently switching visible
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bone collections, changing custom properties, converting between IK and FK and so on.
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Widgets Collection :guilabel:`auto`
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This reference specifies the collection containing generated widgets, and
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works in the same manner as *Target Rig*.
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Overwrite Widget Meshes
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If enabled, Rigify will generate new widgets every time the rig is re-generated. By default,
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it tries to reuse the already generated widget objects that exist in the widget collection,
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allowing them to be manually edited to fit the character better.
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Mirror Widgets
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When enabled, Rigify generates widgets for left and right side bones as
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linked duplicates, using negative X scale to flip the right side version.
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This enforces symmetry and reduces the number of meshes to adjust to
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fit the character.
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When reusing an already generated widget, Rigify detects if it was originally generated mirrored
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by checking object scale to avoid flipping existing controls. Therefore switching to mirrored
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widgets for an existing character requires deleting the right side widgets, or *Force Widget Update*.
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Run Script
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It is possible to configure Rigify to execute a Python script contained in a text data-block
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after generation in order to apply user-defined customizations. The script is executed with
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the generated rig active and selected in Object Mode.
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The simplest use of this may be adjusting properties of generated constraints when Rigify rig types
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don't have any relevant meta-rig settings. That can be done by using the *Copy Full Data Path*
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context menu option on the property, pasting it into the script and making an assignment, e.g.::
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import bpy
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bpy.data.objects["rig"].pose.bones["MCH-spine.003"].constraints[0].influence = 0.6
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Doing such changes via a script ensures they aren't lost if the rig is re-generated.
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Users familiar with `Rigify scripting <https://developer.blender.org/docs/features/animation/rigify/>`__
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can import Rigify utility modules, and access the generator instance through ``rigify.get_generator()``.
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Yet note that, since generation is already finished, the only use of that is reading data created
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in the generation process.
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Library Linking
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===============
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When linking a rig into another file, you generally want to create a collection that includes
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the generated rig and the character mesh. You do not need to include the meta-rig or the widget
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object collection. You then link in the collection and run
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:ref:`Make Library Override <bpy.ops.object.make_override_library>`.
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The ``rig_ui_template.py`` text data-block responsible for the rig UI
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will be automatically linked along with the rig, you don't need to link it separately.
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However, the script will not run until you run it manually from the Text editor or save and restart Blender.
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manual/addons/rigging/rigify/bone_positioning.rst
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manual/addons/rigging/rigify/bone_positioning.rst
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**********************
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Bone Positioning Guide
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**********************
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Face Bones
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==========
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Start by identifying basic face landmarks to follow as guide for bones placement.
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.. figure:: /images/addons_rigging_rigify_bone-positioning_face-landmarks.png
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:align: center
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Basic Face Landmarks.
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- Orange lines represent bones that should be placed in closed loops.
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- Yellow lines represent bones whose position depends on surrounding bone loops.
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- Red lines represent outer edge bones.
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- Purple lines represent bridging bones used to cover deforming flesh.
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.. figure:: /images/addons_rigging_rigify_bone-positioning_face-eyes-nose-landmarks.png
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:align: center
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Eyes-Nose Landmarks.
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The eyes-nose loop area is split in different parts identified by bone names. Follow the image to place the bones.
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.. figure:: /images/addons_rigging_rigify_bone-positioning_face-eyes-nose-bones.png
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:align: center
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Eyes-Nose Bone Positions.
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.. tip:: Brow Placement
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Keeping aligned the mid bones in "brow", "brow.b", "lid.t", "lid.t" and
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cheek will give better results after rig generation.
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.. figure:: /images/addons_rigging_rigify_bone-positioning_face-jaw-ear-bones.png
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:align: center
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Jaw-Ear Bone Positions.
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Also the jaw-ear area is split in different parts identified by bone names. Follow the image to place the bones.
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.. tip:: Jaw Placement
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Try to place "ear.L" bone covering the part of the ear attached to the mandible (lower jaw).
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Do the same with temple bone trying to cover the part you don't want to move with the jaw,
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this way you will also determine the jaw pivot position.
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.. figure:: /images/addons_rigging_rigify_bone-positioning_face-lips-merge-point.png
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:align: center
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Lips Merge Point.
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.. warning::
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While moving the face bones it is necessary to preserve merge points, i.e. whenever heads
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or tails of two or more bones overlap at the same point, they should still do so after
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repositioning. Tearing a merge point apart may result in multiple controls being created
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instead of one, or even the generation of errors.
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.. figure:: /images/addons_rigging_rigify_bone-positioning_face-stretcher-bones.png
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:align: center
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Face Stretcher Bones.
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After the main face bones are placed use the cheek bone to connect the eye-nose area to the jaw mouth area.
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Then do the same with the brow area. This process will automatically define face muscles compression areas.
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Position the eye bones in the eye pivot point facing right **toward** the face on the Y axis.
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The length of the eye bones should correspond to the radius of the eye.
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.. figure:: /images/addons_rigging_rigify_bone-positioning_face-eyes-pivot-position.png
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:align: center
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Eyes Pivot Position.
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.. tip:: Eye Pivot
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If your eye has a spherical shape you can define its pivot by entering Edit Mode.
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Select two opposite vertices on the center meridian -- or the opposite poles -- and
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snapping the cursor to selection by pressing :menuselection:`Snap --> Cursor To Selected`.
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If your eye is a complete sphere and its location it's not applied, then you can just use its center of mass.
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Finally position the teeth bones on your teeth geometry and the tongue bone chain as described in the figure.
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.. figure:: /images/addons_rigging_rigify_bone-positioning_face-mouth-teeth-positions.png
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:align: center
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Mouth and Teeth Positions.
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.. tip:: Tongue
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The tongue will work better if the bones are aligned at the symmetry line.
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Before generating the rig ensure the face master bone is facing upward.
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Torso Bones
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===========
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Start by identifying on your character basic torso zones to follow as guide for bones placement.
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Head, chest and pelvis are rigid zones, so they require less bones.
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Having a good edge loop placement around zone boundaries on your model
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will help in having correct deformation after armature binding.
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.. figure:: /images/addons_rigging_rigify_bone-positioning_torso-landmarks.png
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:align: center
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Torso Landmarks.
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Starting from the side view, place the main spine bones trying to use
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one bone for the rigid areas and two for the flexible ones.
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In addition to the main spine, the torso is provided with additional pelvis bones (to oppose the leg bending),
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two breast controls and two shoulder bones.
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Even if the pelvis bones will not appear in the final rig as controls, they will contribute to deformation.
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.. figure:: /images/addons_rigging_rigify_bone-positioning_torso-bones.png
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:align: center
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||||
Torso Bones Positioning.
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||||
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.. tip:: Bone Placement
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||||
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||||
Try to keep the spine as centered as possible inside the mesh bounding volume,
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just apply a slight offset toward the back. In a similar way, consider the shoulder bones as general deformers;
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placing it too forward -- where the collar bone should be -- could cause undesired deformations.
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||||
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Limbs Bones
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===========
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||||
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||||
While placing the arm bones try to start having a straight line that goes from
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the shoulder to the hand in both front and top view. After this is done just add a slight bend to the elbow.
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This can be easily done by going in the top view, entering armature Edit Mode and
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sliding the bone junction between forearm and upper_arm slightly toward the world's Y axis.
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.. figure:: /images/addons_rigging_rigify_bone-positioning_limbs-arm-bones.png
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:align: center
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Arm Bones Positioning.
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For the leg you can follow a similar process. Start by aligning the leg bones creating a straight line from
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the hips to the ankle, then place the foot and the toe accordingly.
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Remember to add a slight bend to the knee. This can be easily done by going in the side view,
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||||
entering armature Edit Mode and sliding the bone junction between thigh and shin slightly toward the world's Y axis.
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||||
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.. figure:: /images/addons_rigging_rigify_bone-positioning_limbs-leg-bones.png
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:align: center
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Leg Bones Positioning.
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Finally align the heel bone by going in the front view and placing the head and tail to
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||||
fill the foot size from side to side. Then, in the side view,
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align the bone at the point where the heel just touches the ground floor.
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.. note::
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||||
From version 0.5 and above there is no more need of manual bone rolls alignment.
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||||
The generate function will take care of that for you by evaluating it from bend axis;
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||||
just insert a slight bend in your limb and it's done!
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If you need more control on the orientation, follow the guidelines described in Advanced Usage.
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||||
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||||
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||||
Fingers Bones
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||||
=============
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||||
|
||||
Start by placing, finger by finger, all the knuckles in place.
|
||||
|
||||
.. tip:: Fingers Placement
|
||||
|
||||
An easy and effective method to do this operation is to select on the mesh
|
||||
the corresponding edge loop in Edit Mode and use the *Cursor to Selection* snap.
|
||||
Then you can snap the bone to the corresponding loop using the *Selection to Cursor* snap.
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_bone-positioning_fingers-edge-loops.png
|
||||
:align: center
|
||||
|
||||
Knuckles Edge Loops and Cursor Snapping.
|
||||
|
||||
Finalize the positioning by taking care of bone rolls (the X axis is set as bend axis).
|
||||
|
||||
.. tip:: Bone Roll
|
||||
|
||||
Finger axis alignment can be easily be made consistent by selecting all the finger bones
|
||||
and recalculating the bone rolls :menuselection:`Recalculate Roll --> Global -Z Axis`.
|
||||
|
||||
Thumb may require more tweaking depending on your character's mesh topology,
|
||||
usually :menuselection:`Recalculate Roll --> Global +Y Axis` is a good starting point.
|
||||
|
||||
Once your bone rolls are consistent, try generating the rig and scaling the finger master controls.
|
||||
This should cause the fingers to curl. If they are rotating on the wrong axis,
|
||||
change the Bend Rotation Axis parameter on the first finger's parameters under Rigify Type.
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_bone-positioning_fingers-bend-axis.png
|
||||
:align: center
|
||||
|
||||
Fingers Bend Axis.
|
||||
|
||||
When the fingers are in place proceed placing the palm bones.
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_bone-positioning_fingers-palm-alignment.png
|
||||
:align: center
|
||||
|
||||
Palm Alignment.
|
||||
|
||||
.. tip:: Palm Placement
|
||||
|
||||
Try to keep palm bones' heads at a little distance between each other.
|
||||
This distance is required for Rigify to define the palm controls hierarchy.
|
||||
Palm axis alignment can be easily done by selecting all the palm bones and
|
||||
recalculating the bone rolls :menuselection:`Recalculate Roll --> Global -Z Axis`.
|
||||
|
||||
.. seealso::
|
||||
|
||||
For more detailed information on bones and rolls refer to
|
||||
the :doc:`Bone Structure </animation/armatures/bones/structure>` and :ref:`armature-bone-roll`.
|
26
manual/addons/rigging/rigify/feature_sets.rst
Normal file
26
manual/addons/rigging/rigify/feature_sets.rst
Normal file
@ -0,0 +1,26 @@
|
||||
|
||||
************
|
||||
Feature Sets
|
||||
************
|
||||
|
||||
Rigify allows third party developers to implement sub-addons, called *Feature Sets*,
|
||||
which can provide new :doc:`Meta-Rigs </addons/rigging/rigify/metarigs>` and
|
||||
:doc:`Rig Types </addons/rigging/rigify/rig_types/index>`. Similar to regular add-ons,
|
||||
they can be installed from zip-files through Rigify settings.
|
||||
|
||||
These are some examples of *Feature Sets* currently provided by past and current Rigify developers:
|
||||
|
||||
`Cessen's Rigify Extensions <https://github.com/cessen/cessen_rigify_ext>`__
|
||||
This feature set provides the original Rigify rigs by Nathan Vegdahl, minimally ported
|
||||
and repackaged to work without switching Rigify to legacy mode. Note that their names
|
||||
were changed, so meta-rigs designed for legacy mode aren't directly compatible.
|
||||
|
||||
`Experimental Rigs by Alexander Gavrilov <https://github.com/angavrilov/angavrilov-rigs>`__
|
||||
Rig experiments, some of which might be included in Rigify in the future. Examples include
|
||||
limbs with an extra IK system based at knee/elbow, a spline based tentacle, and more.
|
||||
|
||||
You can install these packages by clicking :menuselection:`Clone --> Download ZIP`,
|
||||
and then install the downloaded file through Rigify settings.
|
||||
|
||||
Developer documentation is available on the `Blender Developer Documentation
|
||||
<https://developer.blender.org/docs/features/animation/rigify/>`__.
|
53
manual/addons/rigging/rigify/index.rst
Normal file
53
manual/addons/rigging/rigify/index.rst
Normal file
@ -0,0 +1,53 @@
|
||||
|
||||
##########
|
||||
Rigify
|
||||
##########
|
||||
|
||||
Basics
|
||||
======
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 2
|
||||
|
||||
introduction.rst
|
||||
basics.rst
|
||||
bone_positioning.rst
|
||||
rig_features.rst
|
||||
|
||||
|
||||
Customization
|
||||
=============
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
||||
metarigs.rst
|
||||
rig_types/index.rst
|
||||
|
||||
|
||||
Extensions
|
||||
==========
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
||||
feature_sets.rst
|
||||
|
||||
|
||||
Development
|
||||
===========
|
||||
|
||||
Developer documentation is available on
|
||||
the `Blender Developer Documentation <https://developer.blender.org/docs/features/animation/rigify/>`__.
|
||||
|
||||
|
||||
.. reference::
|
||||
|
||||
:Category: Rigging
|
||||
:Description: Automatic rigging from building-block components.
|
||||
:Location: :menuselection:`Properties --> Armature, Bone`, :menuselection:`3D Viewport --> Tools panel`,
|
||||
:menuselection:`3D Viewport --> Add menu --> Armature`
|
||||
:File: rigify folder
|
||||
:Author: Nathan Vegdahl, Lucio Rossi, Ivan Cappiello, Alexander Gavrilov
|
||||
:License: GPL
|
||||
:Note: This add-on is bundled with Blender.
|
56
manual/addons/rigging/rigify/introduction.rst
Normal file
56
manual/addons/rigging/rigify/introduction.rst
Normal file
@ -0,0 +1,56 @@
|
||||
|
||||
************
|
||||
Introduction
|
||||
************
|
||||
|
||||
Rigify helps automate the creation of character rigs. It is based around a building-block approach,
|
||||
where you build complete rigs out of smaller rig parts (e.g. arms, legs, spines, fingers...).
|
||||
The rig parts are currently few in number, but as more rig parts are added to
|
||||
Rigify it should become more and more capable of rigging a large variety of characters and creatures.
|
||||
|
||||
Rigify also operates on the principle that once a rig is created, that rig should no longer need Rigify.
|
||||
This means you can always distribute rigs created with Rigify to people
|
||||
who do not have it and the rigs will still function completely.
|
||||
|
||||
It is important to note that Rigify only automates the creation of the rig controls and bones.
|
||||
It does not attach the rig to a mesh, so you still have to do skinning etc. yourself.
|
||||
|
||||
|
||||
Main Features
|
||||
=============
|
||||
|
||||
Modular rigging
|
||||
Rigify build blocks can be mixed together to rig any character you want.
|
||||
If you need to build a character with five arms and one leg,
|
||||
Rigify can handle it for you creating all the required complex controls system
|
||||
(FK, IK, and all the relative snapping tools and the UI) in few seconds.
|
||||
|
||||
Nondisruptive re-rig
|
||||
If the generated rig doesn't fit all the features you need or, for example,
|
||||
you decide to add something more to your character (like a sixth arm or a tail),
|
||||
you can re-generate your rig without losing your previously generated features and your animation data.
|
||||
|
||||
Advanced and flexible feature set for character animation
|
||||
The included rig samples (limbs, spines, tails, fingers, faces...) adds to all the stretchy FK/IK features
|
||||
a direct deformation secondary layer that lets you flex, bend and deform the character as you like
|
||||
through interactive Bendy Bones controls.
|
||||
|
||||
Shareable animation through all Rigify rigs
|
||||
Since the control system is generated by Rigify, if you share a meta-rig through different characters
|
||||
you will be able to share data between them even if they have different proportions.
|
||||
|
||||
Extendable feature set
|
||||
You can save and encode your meta-rigs to a button to have them available at any time
|
||||
without recreating it by hand or share your meta-rigs with other people.
|
||||
Through Python scripting you can also extend Rigify with new Rigify-types or new rig samples
|
||||
by implementing your own :doc:`feature set <./feature_sets>` package.
|
||||
|
||||
Ready to go
|
||||
Once you generate your rig you won't need Rigify or any other add-on to use it.
|
||||
|
||||
|
||||
Activation
|
||||
==========
|
||||
|
||||
- Open Blender and go to Preferences then the Add-ons tab.
|
||||
- Click Rigging then Rigify to enable the script.
|
397
manual/addons/rigging/rigify/metarigs.rst
Normal file
397
manual/addons/rigging/rigify/metarigs.rst
Normal file
@ -0,0 +1,397 @@
|
||||
|
||||
******************
|
||||
Creating Meta-rigs
|
||||
******************
|
||||
|
||||
#. Add a single bone from the :menuselection:`Add --> Armature` menu.
|
||||
#. Go in armature Edit Mode and build the meta rig by samples or Rigify-types.
|
||||
#. Define the :ref:`Rigify bone collection UI <bpy.types.BoneCollection.rigify_ui_row>`,
|
||||
:ref:`color sets <bpy.types.Armature.rigify_colors>`, and selection sets.
|
||||
#. In the armature properties click on the *Generate* button to generate the rig.
|
||||
|
||||
|
||||
How Rigify Works
|
||||
================
|
||||
|
||||
Rigify Meta-Rigs are split in multiple Sub-Rigs
|
||||
A meta-rig is an assembly of bone chains. A bone chain is identified by the *Connected* attribute.
|
||||
Bone chains can be further connected together by parenting them without using the *Connected* attribute
|
||||
(i.e. using the *Keep Offset* option while parenting).
|
||||
|
||||
A custom attribute is set on the first bone of the sub-rig chain
|
||||
Each first bone of a bone chain has a custom attribute on it which is a Rigify custom property
|
||||
that identifies the sub-rig type. At rig generation time Rigify will determine which controls and
|
||||
deform bones will be created processing the meta-rig from the first bone to the last of each chain.
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_metarigs_split-samples.png
|
||||
|
||||
Human meta-rig split by samples.
|
||||
|
||||
New meta-rigs are created assembling sub-rigs samples
|
||||
Since a meta-rig is just a collection of sub-rigs,
|
||||
new meta-rigs can be built assembling sub-rigs in different ways.
|
||||
This way an infinite number of meta-rigs can be built from the same rigging blocks.
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_metarigs_built-samples.png
|
||||
|
||||
Cat meta-rig built by samples.
|
||||
|
||||
All the mechanics, deformation bones and widget are created on a single click
|
||||
The meta-rig contains more information than the visualized bones.
|
||||
In fact at generation time Rigify will identify each sub-rig type and depending on
|
||||
the selected options will create all the sophisticated controls, switches, and
|
||||
deforming bones with a single click.
|
||||
|
||||
|
||||
Creating a new Meta-rig
|
||||
=======================
|
||||
|
||||
Add a new Armature Object
|
||||
-------------------------
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Object Mode
|
||||
:Menu: :menuselection:`Add --> Armature --> Single Bone`
|
||||
:Shortcut: :kbd:`Shift-A`
|
||||
|
||||
Building your own meta-rig from scratch requires an armature object to work with.
|
||||
Just add a single bone from the *Add* menu.
|
||||
|
||||
.. tip::
|
||||
|
||||
At this stage naming the newly added armature ``metarig`` is a good idea.
|
||||
You can do it at any time (or not at all) but it's suggested to do it before going on
|
||||
so it will always be clear on which armature you have to work when editing the meta-rig structure.
|
||||
|
||||
|
||||
Editing the Armature
|
||||
--------------------
|
||||
|
||||
Now that there is an armature object to work -- with the armature selected -- enter armature Edit Mode.
|
||||
Building a meta-rig from scratch in Edit Mode can be done in two ways:
|
||||
|
||||
#. Adding rig samples.
|
||||
#. Creating bone chains.
|
||||
|
||||
|
||||
Adding Samples (Basic)
|
||||
^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Adding pre-defined samples in Edit Mode is a good way to start building a meta-rig.
|
||||
This way you can become familiar with the available building blocks and how they are meant to be used.
|
||||
To add a rig sample:
|
||||
|
||||
#. Go in the armature tab.
|
||||
#. Scroll down to Rigify panel.
|
||||
#. Select a sample from the list.
|
||||
#. Click on the *Add sample* button.
|
||||
#. Edit the bone positions to match your character.
|
||||
|
||||
For the list of available samples, see the :doc:`Rig Types </addons/rigging/rigify/rig_types/index>` page.
|
||||
|
||||
|
||||
.. _bpy.types.PoseBone.rigify_type:
|
||||
.. _bpy.types.RigifyParameters:
|
||||
|
||||
Using Rig Types (Advanced)
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_metarigs_rigify-type-panel.png
|
||||
:align: right
|
||||
:width: 300px
|
||||
|
||||
For full control, you can use the Rigify Type panel of bone properties in Pose Mode to assign
|
||||
any Rigify sub-rig type to any bone, as well as change its options.
|
||||
|
||||
For the list of available sub-rig types and their options, see the
|
||||
:doc:`Rig Types </addons/rigging/rigify/rig_types/index>` page.
|
||||
|
||||
At the top of the panel you can find a field specifying the rig type for the active bone. The drop-down list
|
||||
can be optionally filtered by the :doc:`Feature Set </addons/rigging/rigify/feature_sets>` it belongs to.
|
||||
|
||||
Below that you can change options relevant to the selected rig type, if it has any.
|
||||
|
||||
Bone Collection References
|
||||
""""""""""""""""""""""""""
|
||||
|
||||
Some rig types that generate many control bones have options that reference
|
||||
:ref:`Bone Collections <bpy.types.BoneCollection.rigify_ui_row>`. These reference lists have a standard UI with
|
||||
the following features:
|
||||
|
||||
* A checkbox controlling whether the reference should be used.
|
||||
* A button to copy the reference list contents from the active to all selected bones.
|
||||
* A plus button to add a new reference to the list.
|
||||
* A list of references, each entry with a field to specify the target collection,
|
||||
and a button to remove the entry from the list.
|
||||
|
||||
.. note::
|
||||
|
||||
Each sub rig has a required number of bones as input. If you are unsure on how to use rig-types properties,
|
||||
add a rig sample to your armature to see how it is supposed to be used.
|
||||
|
||||
|
||||
Preserved Bone Properties
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Certain properties of the metarig bones are often copied to the generated rig control, deform and mechanism bones.
|
||||
|
||||
The exact set depends on the sub-rig and the specific generated bone, and the sub-rig may override some properties
|
||||
even when it preserves others from the same subset, but there are certain common patterns:
|
||||
|
||||
Parenting Settings
|
||||
This subset consists of the parent ORG bone, Use Connect, Use Inherit Rotation, Use Local Location, and Inherit
|
||||
Scale.
|
||||
|
||||
It is usually copied to deform bones, FK controls, and in other cases where the sub-rig doesn't have a reason
|
||||
to completely override them.
|
||||
Bendy Bone Settings (Edit Mode)
|
||||
Consist of the segment count, Vertex Mapping Mode, Ease In/Out, Roll In/Out, Curve In/Out and Scale In/Out.
|
||||
|
||||
The segment count is often overridden via a sub-rig option, but other settings are usually copied to deform
|
||||
bones as is.
|
||||
Transformation Settings
|
||||
Consist of the rotation mode, pose mode rotation values, and channel locks.
|
||||
|
||||
These settings are usually copied to FK controls.
|
||||
Custom Properties
|
||||
Usually copied to one of the controls generated based on the metarig bone (mainly FK). Intra-armature drivers
|
||||
that access the property are retargeted to the copied instance.
|
||||
Custom Widget
|
||||
Usually copied to one of the controls generated based on the metarig bone (mainly FK), and suppresses automatic
|
||||
generation of a widget for the bone if specified.
|
||||
|
||||
|
||||
Custom Root Bone
|
||||
^^^^^^^^^^^^^^^^
|
||||
|
||||
If the meta-rig contains a bone called ``root``, it is used as the root control bone instead of creating a new one.
|
||||
This allows changing the rest position of the root bone, assigning a custom widget,
|
||||
or adding custom properties to the bone.
|
||||
|
||||
The custom root bone must have no parent, and use the :ref:`basic.raw_copy <rigify.rigs.basic.raw_copy>` sub-rig
|
||||
type or none.
|
||||
|
||||
|
||||
.. _bpy.ops.Armature.rigify_apply_selection_colors:
|
||||
.. _bpy.ops.Armature.rigify_add_bone_groups:
|
||||
.. _bpy.types.Armature.rigify_colors:
|
||||
.. _bpy.types.Armature.rigify_colors_lock:
|
||||
.. _bpy.types.Armature.rigify_theme_to_add:
|
||||
.. _bpy.types.Armature.rigify_colors_index:
|
||||
.. _bpy.types.RigifySelectionColors:
|
||||
.. _bpy.types.RigifyArmatureLayer:
|
||||
|
||||
Color Sets
|
||||
==========
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_metarigs_color-sets-panel.png
|
||||
:align: right
|
||||
:width: 300px
|
||||
|
||||
The Color Sets panel is used to define the bone color scheme for the final rig. The colors from the list
|
||||
can be associated with bone collections from the relevant panel.
|
||||
|
||||
The top two rows of the Color Sets panel are used to define the general behavior of the bone colors.
|
||||
Usually color themes use a gradient of colors to define the different bone states: default, selected and active.
|
||||
When multiple color themes are used in the same rig, identifying which bone is selected or
|
||||
active can be tricky since each color will have its corresponding state.
|
||||
|
||||
To override this behavior Rigify unifies the active and selected states using the same color.
|
||||
This is defined by two values:
|
||||
|
||||
Unified Selected/Active Colors
|
||||
When this option is active adding a bone group in the list will always keep the colors consistent.
|
||||
When a color scheme is added from a theme, the color scheme is loaded as is.
|
||||
Click on the *Apply* button to force the system to unify selected and active colors.
|
||||
|
||||
Selected/Active Colors
|
||||
This two color fields define respectively the *Selected* and *Active* colors.
|
||||
By default Rigify reads these colors from the theme defined by the user in the Blender preferences.
|
||||
This way the *Selected*/*Active* colors can always have a predictable and consistent behavior in the UI.
|
||||
The colors can be customized by clicking on the relevant color field.
|
||||
To reset them to the Blender current theme value just click on the button with the update icon.
|
||||
|
||||
Color Sets can be added and deleted by clicking on the ``+`` or ``-`` buttons.
|
||||
All color sets can be deleted at once by clicking on the Specials menu.
|
||||
|
||||
To add the colors from the predefined Rigify default color scheme (as shown in the image) to the list click
|
||||
the *Add Standard* button.
|
||||
|
||||
To add a specific theme with its own color scheme, select it from the list and click on the *Add From Theme* button.
|
||||
|
||||
|
||||
.. _bpy.types.BoneCollection.rigify_ui_row:
|
||||
|
||||
Bone Collections UI
|
||||
===================
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_metarigs_bone-collections-panel.png
|
||||
:align: right
|
||||
:width: 300px
|
||||
|
||||
:doc:`Bone Collections </animation/armatures/bones/bone_collections>` are used to group related bones together
|
||||
so that they can be hidden or revealed together.
|
||||
|
||||
Rigify can take advantage of collections to generate extra features and the user interface for the final rig.
|
||||
A panel named :ref:`Rig Layers <rigify.rig_ui_template.RigLayers>` is generated with buttons for hiding the
|
||||
collections, arranged in an intuitive layout.
|
||||
|
||||
The Bone Collections UI panel allows configuring the layout of that generated panel, as well as specifying some
|
||||
other settings for bone collections, such as the color set to use.
|
||||
|
||||
The top of the panel is occupied by a list that duplicates the main bone collection list, but displays additional
|
||||
properties, such as the color set, whether the collection has a button, or whether it generates a selection set.
|
||||
|
||||
Validate Collection References
|
||||
Some sub-rig types have :ref:`references <bpy.types.RigifyParameters>` to bone collections in their properties.
|
||||
Rigify uses a referencing scheme that is robust to collection renames, but deleting collections or joining armatures
|
||||
can still lead to broken references.
|
||||
|
||||
This button runs a scan that validates and normalizes all collection references, reporting any errors, and
|
||||
reducing the chance of breakage being caused by subsequent user actions.
|
||||
|
||||
This scan is also performed automatically every time the rig is generated.
|
||||
|
||||
.. warning::
|
||||
To avoid breakage this operation should be used both immediately before and after joining two metarig armatures.
|
||||
More specifically, it must be always done between the actions of renaming any collections and joining.
|
||||
|
||||
Color Set
|
||||
Specifies the :ref:`color set <bpy.types.Armature.rigify_colors>` to use for bones in this collection. If a bone
|
||||
belongs to multiple collections, in general the collection located earlier in the list has priority.
|
||||
|
||||
Add Selection Set
|
||||
Specifies whether a selection set should be generated for this collection.
|
||||
|
||||
UI Row
|
||||
If nonzero, specifies which row of the :ref:`Rig Layers <rigify.rig_ui_template.RigLayers>` panel should contain the
|
||||
button controlling the visibility of this collection. When zero, no button is generated, and the collection is
|
||||
hidden.
|
||||
|
||||
UI Title
|
||||
This field can be used to override the title used on the UI button to be distinct from the true collection name.
|
||||
Unlike collection names, titles are not required to be unique, so this can be used to reduce clutter by relying
|
||||
on contextual cues within the panel.
|
||||
|
||||
UI Layout sub-panel
|
||||
-------------------
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_metarigs_bone-collections-layout-panel.png
|
||||
:align: right
|
||||
:width: 300px
|
||||
|
||||
The UI Layout sub-panel provides a WYSIWYG editor for the layout of the generated UI panel
|
||||
(as defined by the UI Row and UI Title settings above).
|
||||
|
||||
Each row contains three buttons at the end:
|
||||
|
||||
Arrow
|
||||
Moves the active collection button to this row.
|
||||
Plus
|
||||
Inserts a new row before the current one.
|
||||
Minus
|
||||
Removes the current row and shifts all buttons up.
|
||||
|
||||
To the left of the editing control buttons, rows display buttons corresponding to the collections, same as the final
|
||||
UI, except that rather than hiding or unhiding, clicking these buttons selects the collection.
|
||||
|
||||
For the active collection the selection button is replaced with an input field for editing the UI Title, and an **X**
|
||||
button to unassign the collection from the UI.
|
||||
|
||||
For any collections not assigned to the UI, their select buttons are displayed in a separate section at the bottom
|
||||
of the sub-panel.
|
||||
|
||||
The ``Root`` collection will be added and/or assigned a UI button automatically if necessary when the rig is
|
||||
generated. If desired, it is possible to manually assign UI buttons to the internal ``ORG``, ``DEF`` and ``MCH``
|
||||
collections.
|
||||
|
||||
.. tip::
|
||||
Blank rows appear much thinner in the final interface, since they don't have to contain editing buttons, and can be
|
||||
used as logical separators.
|
||||
|
||||
Actions
|
||||
=======
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_metarigs_actions-list-panel.png
|
||||
:align: right
|
||||
:width: 300px
|
||||
|
||||
The :doc:`Action </animation/constraints/relationship/action>` constraint allows applying poses defined
|
||||
by an action to bones based on the transformation of another bone. This requires adding the constraint to every
|
||||
bone affected by the action, which is very tedious. For this reason, Rigify includes a system to do this
|
||||
automatically through the Actions panel.
|
||||
|
||||
The panel defines a list of actions to be applied to the generated rig bones. Each action must be listed only once.
|
||||
|
||||
The list entries show the name of the action, the trigger (a bone or a corrective action driven by two others), and
|
||||
a checkbox that can be used to temporarily disable applying this action to the rig. The icon at the start of the entry
|
||||
is changed from an action icon to a link icon to highlight corrective actions that depend on the active normal one,
|
||||
or normal actions used by the active corrective action.
|
||||
|
||||
.. note::
|
||||
The Action constraints are added to the bones in such an order as to exactly reproduce the intended deformation,
|
||||
assuming the actions were created (posed and keyframed) in the order listed.
|
||||
|
||||
Normal Actions
|
||||
--------------
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_metarigs_actions-normal-panel.png
|
||||
:align: right
|
||||
:width: 300px
|
||||
|
||||
Normal actions are applied based on the transformation of a specific control bone from the generated rig.
|
||||
They have the following properties:
|
||||
|
||||
Control Bone
|
||||
Specifies the bone that drives the action.
|
||||
Symmetrical
|
||||
If the control bone has a suffix that specifies that it belongs to the left or right side, this option can
|
||||
be enabled to automatically apply symmetry.
|
||||
|
||||
When enabled, left-side bones keyframed in the action will be controlled by the left-side control, and right-side
|
||||
bones by the right side control. Bones that don't have a a side suffix are assumed to belong to the center of the
|
||||
character. They are rigged with two Action constraints with influence 0.5 that are controlled by each of the
|
||||
control bones.
|
||||
Frame Start & End
|
||||
Specifies the frame range of the action that will be used by the created constraints.
|
||||
Target Space, Transform Channel
|
||||
Specifies the coordinate space and transformation channel of the target bone that should be used.
|
||||
Min, Max
|
||||
Specifies the range of the transformation channel values that is mapped to the specified action frame range.
|
||||
Default Frame
|
||||
Shows the frame within the action that maps to the neutral value (1 for scale and 0 otherwise)
|
||||
of the transformation channel, as computed from the specified range values.
|
||||
|
||||
Corrective Actions
|
||||
------------------
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_metarigs_actions-corrective-panel.png
|
||||
:align: right
|
||||
:width: 300px
|
||||
|
||||
Corrective actions are applied based on the progress of two other actions from the list, and are used to improve
|
||||
the pose when they are used together.
|
||||
|
||||
Frame Start & End
|
||||
Specifies the frame range of the action that will be used by the created constraints.
|
||||
Trigger A & B
|
||||
Specifies the two actions that control the correction. The interface rows contain buttons to show the settings
|
||||
for that action, or jump to it in the list.
|
||||
|
||||
The progress of the corrective action from the start to the end frame is calculated as the product of the progress
|
||||
values of the two trigger actions. Thus, the start frame is applied when either of the triggers is at the start frame,
|
||||
and the end frame is used when both are at their end frame.
|
||||
|
||||
Corrective actions must be below their triggers in the list, which is enforced via an implicit reorder even if
|
||||
violated.
|
||||
|
||||
.. tip::
|
||||
Corrective actions behave in the most intuitive way when both triggers have the Default Frame equal to Start Frame.
|
||||
To create a corrective action in such case:
|
||||
|
||||
* Create the two trigger actions, add them to the panel and generate the rig.
|
||||
* Pose your controls so that both trigger actions are fully activated to the end frame.
|
||||
* Pose and keyframe the necessary corrections in the end frame of the new action, while keying the start
|
||||
frame to the neutral values.
|
||||
* Add the newly created action to the end of the list in the panel and configure its settings.
|
552
manual/addons/rigging/rigify/rig_features.rst
Normal file
552
manual/addons/rigging/rigify/rig_features.rst
Normal file
@ -0,0 +1,552 @@
|
||||
|
||||
**********************
|
||||
Generated Rig Features
|
||||
**********************
|
||||
|
||||
After human rig generation a new armature named ``rig`` will be added to your scene.
|
||||
This is the character rig you have generated from the human meta-rig and will contain all the features.
|
||||
|
||||
|
||||
Common Features
|
||||
===============
|
||||
|
||||
.. _rigify.rig_ui_template.RigBakeSettings:
|
||||
.. _rigify.rig_ui_template.RigUI:
|
||||
.. _rigify.rig_ui_template.RigLayers:
|
||||
|
||||
Rig UI Panels
|
||||
-------------
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_rig-ui-panels.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
The generated rig is accompanied by a script that implements a set of panels that appear in the Item
|
||||
tab of the 3D view sidebar when a bone belonging to the generated rig is active.
|
||||
|
||||
Rig Bake Settings
|
||||
^^^^^^^^^^^^^^^^^
|
||||
|
||||
This panel is displayed if the armature has an active :doc:`Action </animation/actions>`, and
|
||||
is used by operators that apply an operation to multiple keyframes.
|
||||
|
||||
Bake All Keyed Frames
|
||||
When enabled, the operator computes and keyframes its result on every frame that has a key for any of the
|
||||
bones, as opposed to just relevant ones.
|
||||
Limit Frame Range
|
||||
When enabled, the operator is limited to a certain frame range.
|
||||
|
||||
Start, End
|
||||
Specify the frame range to process.
|
||||
Get Frame Range
|
||||
Sets the baking frame range from the scene frame range.
|
||||
|
||||
Rig Main Properties
|
||||
^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
This panel shows properties and operators that are relevant to the selected bones.
|
||||
|
||||
Rig Layers
|
||||
^^^^^^^^^^
|
||||
|
||||
This panel contains buttons for toggling visibility of bone collections.
|
||||
|
||||
The layout and labels of the buttons are defined in the metarig
|
||||
:ref:`Bone Collection UI <bpy.types.BoneCollection.rigify_ui_row>` panel.
|
||||
|
||||
|
||||
Common Controls
|
||||
---------------
|
||||
|
||||
Rigify rigs are built from standardized components called sub-rigs, which are linked together in a parent-child
|
||||
hierarchy. Although the precise behavior of each sub-rig is determined by its implementation, there are certain
|
||||
conventions that are followed by many of them.
|
||||
|
||||
Root Bone
|
||||
^^^^^^^^^
|
||||
|
||||
Every Rigify rig has a bone called `root`, which serves as a parent for all bones of the rig.
|
||||
It is assigned to a bone collection called `Root`. Unless the metarig has a custom bone
|
||||
of that name, it is positioned at the origin of the rig object. Its widget looks like
|
||||
a circle with four arrow shaped protrusions.
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_arm-controls.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
Limb Master
|
||||
^^^^^^^^^^^
|
||||
|
||||
Many limb-like sub-rigs have a gear-shaped bone at their base.
|
||||
|
||||
This bone can in some cases be used to transform the whole sub-rig as a rigid unit, and is also used as a container
|
||||
for its custom properties that are displayed in the *Rig Main Properties* panel. If you are looking in the Graph
|
||||
editor for the animated values of the properties, this is most likely the bone to look at.
|
||||
|
||||
As an exception, if multiple controls of the sub-rig need their own copy of conceptually the same property,
|
||||
it may be placed on those controls directly instead.
|
||||
|
||||
Tweak Controls
|
||||
^^^^^^^^^^^^^^
|
||||
|
||||
These controls look like blue spheres in the default color scheme, and are the final control layer above the
|
||||
deformation bones themselves.
|
||||
|
||||
Tweaks are subordinate to the general IK or FK limb position but can be moved apart, twisted and scaled freely,
|
||||
even reaching virtually impossible limb shapes.
|
||||
|
||||
Rubber Tweak
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_rubber-tweak.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
Some sub-rigs provide a slider in their *Rig Main Properties* when tweaks are selected, which controls
|
||||
the smoothness of the Bendy Bone joint at that position. When zero, the joint deforms with a sharp bend,
|
||||
while setting it to 1 makes the transition smooth for a more rubber hose cartoon like appearance.
|
||||
|
||||
Custom Pivots
|
||||
^^^^^^^^^^^^^
|
||||
|
||||
Some bones that can be freely moved in space (like IK controls) can be optionally accompanied by a custom pivot
|
||||
control. These controls usually look like a plain axes empty with the axis lines capped with squares or crosses,
|
||||
like the one in the image above. The control can be freely moved to change the location of the pivot, and then
|
||||
rotated or scaled to transform the target bone around the pivot.
|
||||
|
||||
IK and FK Switching
|
||||
^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_ik-fk-switch.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
A number of rig types provides both IK and FK controls (red for IK and green for FK in the image above),
|
||||
with an ability to switch and snap between them.
|
||||
|
||||
Switching is controlled by a slider in *Rig Main Properties*, usually blending between full IK at 0 and full FK at 1.
|
||||
|
||||
Snapping one type of controls to the shape of the other is done via buttons, which form a group of three
|
||||
in their complete set:
|
||||
|
||||
* The main button will snap on the current frame, and auto-key the result if enabled.
|
||||
* The *Action* button will bake the change on multiple keyframes, according to *Rig Bake Settings*.
|
||||
* The *Clear* button will delete keyframes on the corresponding controls within the bake interval.
|
||||
|
||||
Parent Switching
|
||||
^^^^^^^^^^^^^^^^
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_parent-switch.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
Some freely movable controls, e.g. usually the IK controls, can have a mechanism to switch their parent bone
|
||||
between a set of choices, including the root bone, or none at all.
|
||||
|
||||
This mechanism is exposed in the *Rig Main Properties* panel through a row with three controls:
|
||||
|
||||
* A button that presents a dropdown menu, which allows switching the parent on the current frame while
|
||||
preserving the bone position and orientation in the world space.
|
||||
* A dropdown input field that directly exposes the switch property for keyframing and direct manipulation.
|
||||
Changing the value can cause the bone position to jump.
|
||||
* A button to apply the position preserving parent switch over the bake range of keyframes.
|
||||
|
||||
.. note::
|
||||
When manually placing a Child Of constraint on the control bone, the built-in parent should be switched to none.
|
||||
|
||||
Limbs
|
||||
=====
|
||||
|
||||
Limbs have a master bone and tweaks. Depending on the user defined meta-rig options,
|
||||
multiple deform bone segments with tweaks will be created.
|
||||
|
||||
The IK control may have an optional custom pivot, as well as additional predefined pivots.
|
||||
|
||||
Rigify's limbs have the following controls in the Sidebar panel:
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_limb-properties.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
FK Limb Follow :guilabel:`Slider`
|
||||
When set to 1 the FK limb will not rotate with the torso and will retain is rotation
|
||||
relative to the root bone instead.
|
||||
|
||||
IK-FK :guilabel:`Slider`
|
||||
Controls whether the limb follows IK or FK controls, blending between full IK at 0 and full FK at 1.
|
||||
|
||||
IK<->FK Snapping :guilabel:`Buttons`
|
||||
Snaps one type of controls to another.
|
||||
|
||||
IK Stretch :guilabel:`Slider`
|
||||
Blends between the limb stretching freely at 1, or having its maximum length constrained at 0.
|
||||
|
||||
Toggle Pole :guilabel:`Switch`
|
||||
When the toggle is Off, the IK limb will use the rotational pole vector (the arrow at the base of the limb).
|
||||
Rotating/translating/scaling the arrow will control the IK limb base.
|
||||
|
||||
When the toggle is On, the classic pole vector will be displayed and used to orient the IK limb.
|
||||
The arrow will continue to handle the scale and the location of the IK limb base.
|
||||
|
||||
Similar to *Parent Switching*, the row includes buttons to convert the current pose between types,
|
||||
or bake the whole action.
|
||||
|
||||
IK Parent :guilabel:`Switch`
|
||||
Switches the effective parent of the main IK control.
|
||||
|
||||
Pole Parent :guilabel:`Switch`
|
||||
Switches the effective parent of the classic IK Pole control.
|
||||
|
||||
Arms
|
||||
----
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_hand-controls.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
:ref:`Arms <rigify.rigs.limbs.arm>` have the simplest control structure: the IK controls consist of the main IK
|
||||
control, the optional custom pivot control, and the optional wrist control (the bent circle), which pivots around
|
||||
the tail rather than the head of the hand bone.
|
||||
|
||||
There are no additional controls in the *Rig Main Properties* panel.
|
||||
|
||||
Legs
|
||||
----
|
||||
|
||||
:ref:`Legs <rigify.rigs.limbs.leg>` have a more complicated setup, which has:
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_foot-controls.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
IK & FK Toe :guilabel:`Optional`
|
||||
Two separate IK and FK controls for the toe (this is on by default in the bundled metarigs,
|
||||
and is recommended for stable IK<->FK snapping).
|
||||
IK Heel
|
||||
A heel control which can be rotated to command forward or backward roll, sideways rock, or yaw of the heel.
|
||||
Toe Pivot :guilabel:`Optional`
|
||||
An extra pivot control rotating around the base of the toe.
|
||||
Custom Pivot :guilabel:`Optional`
|
||||
A custom pivot control.
|
||||
|
||||
The properties panel has two additional features:
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_foot-properties.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
IK->FK Snap With Roll :guilabel:`Buttons`
|
||||
Standard IK to FK snapping resets the transformations of all IK controls other than the main one. This is
|
||||
not convenient to use in an animation that involves the use of the heel control, because roll and rock would
|
||||
be folded into the transformation of the main control.
|
||||
|
||||
This alternative snapping operator tries to deduce the rotation of the heel control so as to keep the main
|
||||
IK control parallel to the ground plane inferred from the *current* orientation of the IK control. The operator
|
||||
has options to specify which rotational axes to use for the heel control rotation.
|
||||
|
||||
Roll On Toe :guilabel:`Slider` :guilabel:`Optional`
|
||||
If enabled in the sub-rig settings, this slider can be used to control whether the heel rotation (excluding
|
||||
backward roll) is applied at the base or the tip of the toe.
|
||||
|
||||
Fingers & Tentacles
|
||||
===================
|
||||
|
||||
Simple Tentacle
|
||||
---------------
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_simple-controls.png
|
||||
|
||||
The simplest type of rig for a finger or appendage in general is the
|
||||
:ref:`simple tentacle <rigify.rigs.limbs.simple_tentacle>` sub-rig. It has only basic FK controls and tweaks,
|
||||
with the only automation being the ability to copy certain axes of the local rotation of a FK control to the next one.
|
||||
|
||||
Advanced Finger
|
||||
---------------
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_finger-controls.png
|
||||
|
||||
For fingers specifically, Rigify has a dedicated :ref:`finger <rigify.rigs.limbs.super_finger>` sub-rig type,
|
||||
which provides:
|
||||
|
||||
Master
|
||||
A master control (orange), which can be used to rotate the finger as a whole, as well as to bend it via Y scaling.
|
||||
FK Chain
|
||||
FK control chain (green) that can also operate as semi-tweaks through allowing translation.
|
||||
IK Control :guilabel:`Optional`
|
||||
IK control for the tip (red).
|
||||
|
||||
.. note::
|
||||
IK in this sub-rig is rudimentary and operates as an adjustment for FK. The intended way of use is to pose
|
||||
the finger in FK, and then enable IK after using IK->FK snap if it is necessary to pin the tip of the finger
|
||||
in place.
|
||||
|
||||
The properties panel has the following features:
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_finger-properties.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
Finger IK :guilabel:`Slider` :guilabel:`Optional`
|
||||
Slider controlling the influence of the IK.
|
||||
|
||||
FK<->IK Snapping :guilabel:`Buttons` :guilabel:`Optional`
|
||||
Snaps the IK control to the end of the finger, or adjusts the FK controls to the result of the IK correction.
|
||||
|
||||
Curvature :guilabel:`Slider`
|
||||
Has the same effect as *Rubber Tweak* on limbs, controlling the rubber hose cartoon effect.
|
||||
|
||||
Spline Tentacle
|
||||
---------------
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_spline-controls.png
|
||||
|
||||
Spline Tentacle (Stretch To Fit, Manual Squash & Stretch)
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_spline-controls-tip.png
|
||||
|
||||
Spline Tentacle (Direct Tip Control)
|
||||
|
||||
The :ref:`spline tentacle <rigify.rigs.limbs.spline_tentacle>` is an advanced rig for a flexible appendage (tentacle)
|
||||
based on the :doc:`Spline IK </animation/constraints/tracking/spline_ik>` constraint. The IK control bones manage
|
||||
control points of a Bezier spline curve, which in turn is followed by the IK chain.
|
||||
|
||||
The tentacle can be generated in three major modes:
|
||||
|
||||
Stretch To Fit
|
||||
In this simplest mode all bones of the sub-rig deform chain follow the curve and squash & stretch to match
|
||||
its length.
|
||||
Manual Squash & Stretch
|
||||
This mode is almost the same, but the chain does not automatically scale to match the curve length.
|
||||
Instead, it tries to cover as much as possible of the curve given its manually scaled length.
|
||||
If the curve is too short, the chain will overhang it and straighten out, but this can result in jitter.
|
||||
Direct Tip Control
|
||||
This mode is more similar to the behavior of IK limbs: the final bone of the chain is directly controlled by
|
||||
the tip IK control, while the other bones of the chain stretch and follow the curve to bridge the gap.
|
||||
|
||||
The tentacle sub-rig has the following control bones:
|
||||
|
||||
Master
|
||||
The tentacle has the same gear master control as other limbs (seen as a line in the images).
|
||||
IK Start
|
||||
The IK control at the base of the tentacle, which can be used to control the base twist and sideways scale, and
|
||||
is one of the potential switchable parents for other IK controls.
|
||||
|
||||
In the *Manual Squash & Stretch* mode it controls uniform scale of the tentacle in all directions.
|
||||
IK Start (Extra) :guilabel:`Optional`
|
||||
Extra start controls, optional and hidden by default. Switchable parents default to the *IK Start* control.
|
||||
The scale of the control may optionally affect the thickness of the chain via the radius of the curve point.
|
||||
IK Middle
|
||||
Controls for the middle of the curve. The switchable parents default to *Master*, but may be set to
|
||||
*IK Start* or *IK End* controls.
|
||||
The scale of the control may optionally affect the thickness of the chain via the radius of the curve point.
|
||||
IK End (Extra) :guilabel:`Optional`
|
||||
Extra end controls, optional and hidden by default. Switchable parents default to the *IK End* control.
|
||||
The scale of the control may optionally affect the thickness of the chain via the radius of the curve point.
|
||||
|
||||
The *Direct Tip Control* mode adds one more extra end control next to the middle ones that cannot be hidden.
|
||||
IK End
|
||||
Controls the last control point of the curve, and is one of the potential parents for the other chain controls.
|
||||
|
||||
In the *Direct Tip Control* mode also directly controls the last bone of the chain.
|
||||
IK End Twist :guilabel:`Optional`
|
||||
This control is visually attached to the last bone of the chain, and must use Euler rotation.
|
||||
|
||||
* *Stretch To Fit*: it controls the twist of the tip of the tentacle, interpolated to nothing at the base.
|
||||
* *Manual Squash & Stretch*: it also controls the scaling of the tip of the tentacle.
|
||||
* *Direct Tip Control*: the control does not exist.
|
||||
FK Chain :guilabel:`Optional`
|
||||
If enabled, the rig has an alternative fully FK control chain.
|
||||
|
||||
The properties panel has the following features:
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_spline-properties.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
Start/End Controls :guilabel:`Optional`
|
||||
If extra controls exist, this property controls how many of them are visible and active.
|
||||
|
||||
When a control is disabled, it is snapped to a position extremely close to the corresponding end control point,
|
||||
thus effectively neutralizing its effect. Thus, changing the setting during an animation can cause jumps.
|
||||
|
||||
The plus and minus buttons can help with maintaining a continuous transition in an animation by keyframing the
|
||||
change in the property value with Constant interpolation, and also snapping and keyframing the control itself
|
||||
to its 'hidden' position.
|
||||
|
||||
End Twist Estimate :guilabel:`Optional`
|
||||
In the *Direct Tip Control* mode the twist at the end of the tentacle is deduced from the free form orientation
|
||||
of the tip control, rather than using a separate twist control with constrained Euler rotation. However, for
|
||||
technical reasons, that can only give values within the 180 degrees range of neutral.
|
||||
|
||||
A long tentacle can accept more twist than 180 degrees, so a workaround is necessary. This property allows
|
||||
specifying an approximate estimate of the twist value (effectively shifting the neutral position), and the
|
||||
rig then applies the automatic correction within 180 degrees of this value.
|
||||
|
||||
IK-FK, IK<->FK Snapping :guilabel:`Optional`
|
||||
If the FK controls are enabled, these provide standard IK-FK switching and snapping.
|
||||
|
||||
However, unlike other limbs, for this rig automatic IK to FK snapping can only be approximate and requires
|
||||
manual tuning. For this reason, buttons for baking the snapping over a range of keyframes are not provided.
|
||||
|
||||
Parent Switch
|
||||
Switches the parent of the selected IK control.
|
||||
|
||||
|
||||
Spine, Head & Tail
|
||||
==================
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_spine-controls.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
Spine
|
||||
-----
|
||||
|
||||
The :ref:`spine <rigify.rigs.spines.basic_spine>` sub-rig provides a cube shaped torso control with
|
||||
switchable parent, and bent circle shaped hip and chest controls subordinate to it. For low level deformation
|
||||
tweak controls are provided.
|
||||
|
||||
The torso control can optionally be accompanied with a custom pivot control. The rig can also optionally
|
||||
provide a full set of FK controls that are subordinate to the normal simplified ones, but above tweaks.
|
||||
|
||||
The rig properties panel for the spine controls usually includes options for the head and/or tail as well.
|
||||
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_head-controls.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
Head
|
||||
----
|
||||
|
||||
The :ref:`head <rigify.rigs.spines.super_head>` sub-rig attaches to the end of the spine, and provides
|
||||
rotational controls for the head and neck, as well as tweaks for fine control of the neck.
|
||||
|
||||
If the neck is three or more bones long, an additonal tweak-like translational
|
||||
neck bend control is provided (the widget looks like a circle with arrows).
|
||||
|
||||
The properties panel contains the following options:
|
||||
|
||||
Neck Follow :guilabel:`Slider`
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_head-properties.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
This slider controls the rotations isolation for the neck bones.
|
||||
The neck will follow the orientation of the Torso when set to 0, and the Chest when set to 1.
|
||||
|
||||
Head Follow :guilabel:`Slider`
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_tail-controls.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
This slider controls the rotations isolation for the head.
|
||||
The head will follow the orientation of the Torso when set to 0, and the Chest when set to 1.
|
||||
|
||||
Tail
|
||||
----
|
||||
|
||||
The :ref:`tail <rigify.rigs.spines.basic_tail>` sub-rig attaches to the start of the spine, and provides
|
||||
FK controls for the tail, as well as a master control that replicates its local rotation around certain axes
|
||||
to all individual bones.
|
||||
|
||||
The properties panel contains the following options:
|
||||
|
||||
Tail Follow :guilabel:`Slider`
|
||||
This slider controls the rotations isolation for the tail.
|
||||
The tail will follow the orientation of the Torso when set to 0, and the Hips when set to 1.
|
||||
|
||||
Face
|
||||
====
|
||||
|
||||
.. note::
|
||||
This describes the new-style modular face produced by the Upgrade Face operator button.
|
||||
|
||||
Basic Concepts
|
||||
--------------
|
||||
|
||||
Skin Bone Chains
|
||||
^^^^^^^^^^^^^^^^
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_face-chains.png
|
||||
:align: right
|
||||
:width: 300px
|
||||
|
||||
The foundation of the Rigify face is a network of Bendy Bone :ref:`chains <rigify.rigs.skin.basic_chain>` with
|
||||
controls placed at every bone end. These controls affect all bones that meet at that specific point.
|
||||
|
||||
When the controls are merely translated, the B-Bone chains retain the normal automatic bezier handle behavior.
|
||||
Local rotation and/or scaling of the controls are applied on top of that.
|
||||
|
||||
In case of :ref:`certain chains <rigify.rigs.skin.stretchy_chain>`, the transformation of the end and/or middle
|
||||
controls is interpolated to other controls located between them. In such cases the controls often have different
|
||||
colors and/or shapes.
|
||||
|
||||
Additionally, certain controls have :ref:`arbitrary constraints <rigify.rigs.skin.glue>` that partially copy
|
||||
transformation from nearby control points.
|
||||
|
||||
Specialized Controllers
|
||||
^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Certain areas of the face, like eyes or mouth, have additional specialized controllers that apply custom behavior
|
||||
on top of the chains and their controllers within the relevant area.
|
||||
|
||||
Eyes
|
||||
----
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_eye-controls.png
|
||||
:align: right
|
||||
:width: 300px
|
||||
|
||||
The :ref:`eyes <rigify.rigs.face.skin_eye>` have the following controls in addition to the eyelid chains:
|
||||
|
||||
Master
|
||||
This large circular control can be used to transform the whole eye as one unit.
|
||||
Common Target
|
||||
This large control enveloping all individual eye targets has a switchable parent and can
|
||||
be used to specify the point that the eyes should look at.
|
||||
Eye Target
|
||||
These small circle controls within the common target control specify the point targeted by each
|
||||
individual eye. Their local scale can also be used to affect the iris or pupil of the eye,
|
||||
depending on how it was weight painted.
|
||||
|
||||
The rig properties panel contains the following options:
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_eye-properties.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
Eyelids Follow :guilabel:`Slider`
|
||||
Controls how much the rotation of the eyeball affects the eyelids. Depending on the sub-rig generation
|
||||
options, this slider can be split to separately control the horizontal and vertical directions.
|
||||
|
||||
Eyelids Attached :guilabel:`Slider` :guilabel:`Optional`
|
||||
If enabled in the sub-rig generation options, this slider can be used to disable the mechanism that
|
||||
forces the eyelids to conform to the sphere of the eye.
|
||||
|
||||
Parent :guilabel:`Parent Switch`
|
||||
Selects the parent for the common target control.
|
||||
|
||||
Mouth
|
||||
-----
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_mouth-controls.png
|
||||
:align: right
|
||||
:width: 300px
|
||||
|
||||
The :ref:`mouth <rigify.rigs.face.skin_jaw>` has the following controls:
|
||||
|
||||
Jaw Master
|
||||
Controls rotation of the jaw, directly affecting the main jaw deform bone, as well
|
||||
as chains fully belonging to the jaw. Chains forming the lip loop(s) are adjusted to
|
||||
open the mouth as the jaw rotates or moves.
|
||||
Mouth Master
|
||||
This control uniformly transforms the lips without moving the jaw.
|
||||
|
||||
The rig properties panel contains the following options:
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-features_mouth-properties.png
|
||||
:align: right
|
||||
:width: 200px
|
||||
|
||||
Mouth Lock :guilabel:`Slider`
|
||||
This slider can be changed from 0 to 1 in order to suppress opening of the mouth
|
||||
when the jaw rotates or moves.
|
125
manual/addons/rigging/rigify/rig_types/basic.rst
Normal file
125
manual/addons/rigging/rigify/rig_types/basic.rst
Normal file
@ -0,0 +1,125 @@
|
||||
|
||||
*****
|
||||
Basic
|
||||
*****
|
||||
|
||||
These rig types are used to generate simple single-bone features,
|
||||
and for custom rigging done directly in the meta-rig.
|
||||
|
||||
The single-bone rig types must be applied separately to every bone even within a connected chain,
|
||||
and can have connected children controlled by a different rig type.
|
||||
This is unlike chain-based rig types that usually consume the whole connected chain.
|
||||
|
||||
|
||||
.. _rigify.rigs.basic.copy_chain:
|
||||
|
||||
basic.copy_chain
|
||||
================
|
||||
|
||||
Copies the bone chain keeping all the parent relations within the chain untouched.
|
||||
Useful as a utility rig type for custom rigs.
|
||||
|
||||
Requirement: A chain of at least two connected bones.
|
||||
|
||||
Control (Boolean)
|
||||
When enabled control bones and widgets will be created.
|
||||
Deform (Boolean)
|
||||
When enabled deform bones will be created.
|
||||
|
||||
|
||||
.. _rigify.rigs.basic.pivot:
|
||||
|
||||
basic.pivot
|
||||
===========
|
||||
|
||||
Single-bone rig type that creates a 'custom pivot' control for rotating and scaling its child sub-rigs.
|
||||
|
||||
This type of control transforms its children when rotated or scaled, while moving it
|
||||
merely changes the pivot point used by rotation or scaling.
|
||||
|
||||
Master Control
|
||||
When enabled an extra parent control bone with a box widget is created to allow moving the rig.
|
||||
It is also required by all other options besides *Deform Bone*.
|
||||
|
||||
Widget Type
|
||||
Allows selecting one of the predefined widgets to generate for the master control instead of the default cube.
|
||||
|
||||
Switchable Parent
|
||||
Generates a mechanism for switching the effective parent of the rig based on the value of a custom property.
|
||||
|
||||
Register Parent
|
||||
Registers the rig as a potential parent scope for its child sub-rigs' parent switches.
|
||||
|
||||
Tags
|
||||
Specifies additional comma-separated tag keywords for the registered parent scope.
|
||||
They can be used by other rigs to filter parent choices, or for selecting the default parent.
|
||||
|
||||
Some of the existing tags that are useful here:
|
||||
|
||||
``injected`` (special)
|
||||
The parent scope will be made available for all children of the *parent* sub-rig,
|
||||
rather than just this rig's children.
|
||||
``held_object``
|
||||
A control for the object held in the character's hand. Preferred by finger IK.
|
||||
|
||||
The ``injected,held_object`` combination is perfect for such a control.
|
||||
|
||||
Pivot Control
|
||||
Disabling this avoids generating the actual custom pivot control, effectively turning this rig type
|
||||
into a version of `basic.super_copy`_ with parent switching support and a different widget.
|
||||
|
||||
Deform Bone
|
||||
When enabled a deform bone will be created.
|
||||
|
||||
|
||||
.. _rigify.rigs.basic.raw_copy:
|
||||
|
||||
basic.raw_copy
|
||||
==============
|
||||
|
||||
Single-bone rig type that copies the bone without the ``ORG-`` name prefix.
|
||||
|
||||
Normally all bones copied from the meta-rig are prefixed with ``ORG-`` and placed on an invisible layer.
|
||||
This precludes their use as controls or deforming bones, which makes it difficult to transfer complex
|
||||
fully custom rigging verbatim from the meta-rig.
|
||||
|
||||
This rig type does not add the automatic prefix, thus allowing an appropriate ``ORG-``, ``MCH-`` or ``DEF-``
|
||||
prefix to be manually included in the meta-rig bone name, or alternatively using no prefix to create
|
||||
a control bone.
|
||||
|
||||
Relink Constraints
|
||||
Allows retargeting constraints belonging to the bone to point at bones created in the process
|
||||
of generating the rig, thus allowing custom rigging to integrate with generated bones.
|
||||
|
||||
To use this feature, add ``@`` and the intended target bone name to the constraint name, resulting
|
||||
in the ``...@bone_name`` syntax. After all bones of the rig are generated, the constraint target
|
||||
bone will be replaced. If the new bone name is just ``CTRL``, ``MCH`` or ``DEF``, this will just
|
||||
replace the ``ORG`` prefix in the existing target bone name. For the Armature constraint you can add
|
||||
a ``@`` suffix for each target, or just one ``@CTRL``, ``@MCH`` or ``@DEF`` suffix to update all.
|
||||
|
||||
Parent
|
||||
If the field is not empty, applies the same name substitution logic to the parent of the bone.
|
||||
|
||||
When this feature is enabled, the bone will not be automatically parented to the root bone even
|
||||
if it has no parent; enter ``root`` in the *Parent* field if that is necessary.
|
||||
|
||||
|
||||
.. _rigify.rigs.basic.super_copy:
|
||||
|
||||
basic.super_copy
|
||||
================
|
||||
|
||||
Single-bone rig type that simply copies the bone. Useful as utility rig type for
|
||||
adding custom features or specific deform bones to your rigs.
|
||||
|
||||
Control (Boolean)
|
||||
When enabled a control bone and widget will be created.
|
||||
Widget (Boolean)
|
||||
When enabled a widget will be created in replacement to the standard.
|
||||
Widget Type (String):
|
||||
Allows selecting one of the predefined widget types to generate instead of the default circle.
|
||||
Deform (Boolean)
|
||||
When enabled a deform bone will be created.
|
||||
Relink Constraints
|
||||
Works the same as in the `basic.raw_copy`_ rig. In addition, when enabled any constraints that have
|
||||
names prefixed with ``CTRL:`` are moved to the control, and with ``DEF:`` to the deform bone.
|
71
manual/addons/rigging/rigify/rig_types/face.rst
Normal file
71
manual/addons/rigging/rigify/rig_types/face.rst
Normal file
@ -0,0 +1,71 @@
|
||||
|
||||
****
|
||||
Face
|
||||
****
|
||||
|
||||
These rig types implement components of a modular face.
|
||||
|
||||
|
||||
.. _rigify.rigs.face.basic_tongue:
|
||||
|
||||
face.basic_tongue
|
||||
=================
|
||||
|
||||
Generates a simple tongue, extracted from the original PitchiPoy :ref:`super_face <rigify.rigs.faces.super_face>` rig.
|
||||
|
||||
B-Bone Segments (integer)
|
||||
Defines the number of b-bone segments each tweak control will be split into.
|
||||
Primary Control Layers
|
||||
Optionally specifies bone collections for the main control.
|
||||
|
||||
|
||||
.. _rigify.rigs.face.skin_eye:
|
||||
|
||||
face.skin_eye
|
||||
=============
|
||||
|
||||
Implements a skin system :ref:`parent controller <rigify.rigs.skin.skin_parents>` that manages
|
||||
two skin chains for the top and bottom eyelids in addition to generating the eye rotation mechanism.
|
||||
|
||||
The rig must have two child skin chains with names tagged with ``.T`` and ``.B`` symmetry
|
||||
to mark the top and bottom eyelid, which are connected at their ends forming eye corners.
|
||||
The chains are rigged to follow the surface of the eye and twist to its normal.
|
||||
|
||||
In addition, it creates target controls for aiming the eye, including a master control shared by
|
||||
all eyes under the same parent rig. The eyelids are rigged to follow the movement of the eyeball
|
||||
with adjustable influence.
|
||||
|
||||
Eyeball and Iris Deforms
|
||||
Generates deform bones for the eyeball and the iris, the latter copying XZ scale from
|
||||
the eye target control. The iris is located at the tail of the ORG bone.
|
||||
Eyelid Detach Option
|
||||
Generates a slider to disable the mechanism that keeps eyelid controls stuck to the surface of the eye.
|
||||
Split Eyelid Follow Slider
|
||||
Generates two separate sliders for controlling the influence of the eye rotation on X and Z eyelid motion.
|
||||
Eyelids Follow Default
|
||||
Depending on *Split Eyelid Follow Slider*, specifies the default values for the split follow sliders,
|
||||
or fixed factors to be multiplied with the single common follow influence slider value.
|
||||
|
||||
|
||||
.. _rigify.rigs.face.skin_jaw:
|
||||
|
||||
face.skin_jaw
|
||||
=============
|
||||
|
||||
Implements a skin system :ref:`parent controller <rigify.rigs.skin.skin_parents>` that manages
|
||||
one or more loops of mouth skin chains in response to the movement of jaw and mouth controls.
|
||||
|
||||
The rig must have one or more child chain loops, each formed by four skin chains tagged
|
||||
with ``.T``/``.B`` and ``.L``/``.R`` symmetrical names.
|
||||
|
||||
The lip loops are sorted into layers based on the distance from corners to the common
|
||||
center and rigged with blended influence of the jaw and the master mouth control.
|
||||
Other child rigs become children of the jaw.
|
||||
|
||||
Bottom Lip Influence
|
||||
Specifies the influence of the jaw on the inner bottom lip with mouth lock disabled.
|
||||
Locked Influence
|
||||
Specifies the influence of the jaw on both lips of locked mouth.
|
||||
Secondary Influence Falloff
|
||||
Specifies the factor by which influence fades away with each successive lip loop
|
||||
(for bottom lip loops the blend moves away from inner bottom lip to full jaw influence).
|
19
manual/addons/rigging/rigify/rig_types/faces.rst
Normal file
19
manual/addons/rigging/rigify/rig_types/faces.rst
Normal file
@ -0,0 +1,19 @@
|
||||
|
||||
*****
|
||||
Faces
|
||||
*****
|
||||
|
||||
.. _rigify.rigs.faces.super_face:
|
||||
|
||||
faces.super_face
|
||||
================
|
||||
|
||||
Will create a face system based on the bones child to the parent that has the property set on it.
|
||||
|
||||
Requirement: All the face bones bundled in the ``faces.super_face`` sample had to be present and
|
||||
child of the master bone that has the Rigify-type *face* property set.
|
||||
|
||||
.. note::
|
||||
|
||||
This rig type is being deprecated in favor of a new modular
|
||||
:doc:`skin <skin>` and :doc:`face <face>` rigging system.
|
23
manual/addons/rigging/rigify/rig_types/index.rst
Normal file
23
manual/addons/rigging/rigify/rig_types/index.rst
Normal file
@ -0,0 +1,23 @@
|
||||
#############
|
||||
Rig Types
|
||||
#############
|
||||
|
||||
Rig types are components used by Rigify to process specific parts of the meta-rig when generating the armature.
|
||||
They represent common character features, like the spine, limbs, fingers etc.
|
||||
|
||||
.. note::
|
||||
|
||||
The list of available rig types appears in the Bone properties tab when the bone is selected in Pose Mode.
|
||||
Scroll down the Properties to find Rigify Type panel.
|
||||
|
||||
This documents rig types that are bundled with Rigify.
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 2
|
||||
|
||||
basic.rst
|
||||
spines.rst
|
||||
limbs.rst
|
||||
faces.rst
|
||||
skin.rst
|
||||
face.rst
|
265
manual/addons/rigging/rigify/rig_types/limbs.rst
Normal file
265
manual/addons/rigging/rigify/rig_types/limbs.rst
Normal file
@ -0,0 +1,265 @@
|
||||
|
||||
*****
|
||||
Limbs
|
||||
*****
|
||||
|
||||
These rig types handle generation of different kind of limbs and their features, like fingers.
|
||||
|
||||
|
||||
.. _rigify.rigs.limbs.simple_tentacle:
|
||||
|
||||
limbs.simple_tentacle
|
||||
=====================
|
||||
|
||||
Will create a simple bendy and stretchy b-bones tentacle chain, which can optionally replicate local rotation
|
||||
from preceeding bones to the subsequent ones for use in cases like fingers.
|
||||
|
||||
Requirement: A chain of at least two connected bones.
|
||||
|
||||
Automation Axis (X, Y, Z, None)
|
||||
Enables the automation on the selected axis. Multiple axis or none can be selected holding :kbd:`Shift-LMB`.
|
||||
When enabled the subsequent control bones will copy the local rotations from the previous ones.
|
||||
The option is accessible in the controls of the final rig as a Copy Rotation constraint and
|
||||
can be disabled even after rig is generated, or at animation time.
|
||||
Assign Tweak Layers
|
||||
If enabled, allows placing the Tweak controls in different bone collections from the main controls.
|
||||
|
||||
|
||||
.. _rigify.rigs.limbs.super_finger:
|
||||
|
||||
limbs.super_finger
|
||||
==================
|
||||
|
||||
Will create a bendy and stretchy finger chain with a master control bone that controls the rotation of
|
||||
all joints through its scale.
|
||||
|
||||
Requirement: A chain of at least two connected bones.
|
||||
|
||||
Bend Rotation Axis (Automatic, X, Y, Z, -X, -Y, -Z)
|
||||
Defines the automatic rotation axis to be linked to the scale of the master bone.
|
||||
B-Bone Segments (integer)
|
||||
Defines the number of b-bone segments each tweak control will be split into.
|
||||
IK Control
|
||||
Generates a very simple IK mechanism with only one control.
|
||||
|
||||
IK starts its work with the shape of the finger defined by FK controls and adjusts it
|
||||
to make the fingertip touch the IK control. It is designed as a tool to temporarily keep
|
||||
the fingertip locked to a surface it touches, rather than a fully featured posing system.
|
||||
|
||||
To improve performance, the switchable parent for the IK control contains only one option beside None.
|
||||
Thus it is advised to add a 'held object' control using the :ref:`basic.raw_copy <rigify.rigs.basic.pivot>`
|
||||
rig to act as the common parent for the fingers with a fully functional parent switch.
|
||||
IK Local Location
|
||||
Specifies the value of the Local Location option for IK controls, which decides if the location
|
||||
channels are aligned to the local control orientation or world.
|
||||
Assign Tweak Layers
|
||||
If enabled, allows placing the Tweak controls in different bone collections from the main controls.
|
||||
Assign Extra IK Layers
|
||||
If enabled, allows placing the extra IK control in different bone collections from the main controls.
|
||||
|
||||
.. note::
|
||||
|
||||
Rotation Axis (Bend Rotation Axis in the case of `limbs.super_finger`_)
|
||||
affects the :doc:`roll </animation/armatures/bones/editing/bone_roll>` of the generated bones.
|
||||
Automatic mode recalculates the generated bones roll while
|
||||
any of the Manual modes copy the roll of the meta-rig bones.
|
||||
|
||||
|
||||
.. _rigify.rigs.limbs.super_limb:
|
||||
|
||||
limbs.super_limb
|
||||
================
|
||||
|
||||
A backwards compatibility wrapper around `limbs.arm`_, `limbs.leg`_ and `limbs.paw`_.
|
||||
|
||||
|
||||
.. _rigify.rigs.limbs.arm:
|
||||
|
||||
limbs.arm
|
||||
=========
|
||||
|
||||
Will create a fully featured bendy and stretchy arm depending on the user-defined options.
|
||||
|
||||
Requirement: A chain of three connected bones (upper_arm, forearm, hand).
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-types_limbs_arm-required.png
|
||||
|
||||
Arm required bones.
|
||||
|
||||
IK Wrist Pivot
|
||||
Generates an extra child of the hand IK control that rotates around the tail of the hand bone.
|
||||
|
||||
Rotation Axis (Automatic, X, Z)
|
||||
Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes.
|
||||
Limb Segments (integer)
|
||||
Defines the number of additional tweak controls each limb bone will have on the final rig.
|
||||
B-Bone Segments (integer)
|
||||
Defines the number of b-bone segments each tweak control will be split into.
|
||||
Custom IK Pivot
|
||||
Generates an extra control for the end of the IK limb that allows rotating it around an arbitrarily placed pivot.
|
||||
Assign FK Layers
|
||||
If enabled, allows placing the FK chain in different bone collections from the IK bones.
|
||||
Assign Tweak Layers
|
||||
If enabled, allows placing the Tweak controls in different bone collections from the IK bones.
|
||||
|
||||
|
||||
.. _rigify.rigs.limbs.leg:
|
||||
|
||||
limbs.leg
|
||||
=========
|
||||
|
||||
Will create a fully featured bendy and stretchy leg depending on the user-defined options.
|
||||
|
||||
Requirement: A chain of four connected bones (thigh, shin, foot, toe) with one unconnected
|
||||
child of the foot to be used as the heel pivot.
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-types_limbs_leg-required.png
|
||||
|
||||
Leg required bones.
|
||||
|
||||
Foot Pivot (Ankle, Toe, Ankle & Toe)
|
||||
Specifies where to put the pivot location of the main IK control, or whether to generate an additional
|
||||
pivot control at the base of the toe.
|
||||
|
||||
Separate IK Toe
|
||||
Specifies that two separate toe controls should be generated for IK and FK instead of sharing one bone.
|
||||
This is necessary to get fully correct IK-FK snapping in all possible poses.
|
||||
|
||||
Toe Tip Roll
|
||||
Generates a slider to switch the heel control to pivot on the tip rather than the base of the toe
|
||||
(for roll this obviously only applies on forward roll).
|
||||
|
||||
Rotation Axis (Automatic, X, Z)
|
||||
Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes.
|
||||
Limb Segments (integer)
|
||||
Defines the number of additional tweak controls each limb bone will have on the final rig.
|
||||
B-Bone Segments (integer)
|
||||
Defines the number of b-bone segments each tweak control will be split into.
|
||||
Custom IK Pivot
|
||||
Generates an extra control for the end of the IK limb that allows rotating it around an arbitrarily placed pivot.
|
||||
Assign FK Layers
|
||||
If enabled, allows placing the FK chain in different bone collections from the IK bones.
|
||||
Assign Tweak Layers
|
||||
If enabled, allows placing the Tweak controls in different bone collections from the IK bones.
|
||||
|
||||
|
||||
.. _rigify.rigs.limbs.paw:
|
||||
|
||||
limbs.paw
|
||||
=========
|
||||
|
||||
Will create a fully featured bendy and stretchy paw depending on the user-defined options.
|
||||
|
||||
Requirement: A chain of four or five connected bones (thigh, shin, paw, *optional* digit, toe).
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-types_limbs_paw-required.png
|
||||
|
||||
Front/Rear paw required bones.
|
||||
|
||||
Rotation Axis (Automatic, X, Z)
|
||||
Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes.
|
||||
Limb Segments (integer)
|
||||
Defines the number of additional tweak controls each limb bone will have on the final rig.
|
||||
B-Bone Segments (integer)
|
||||
Defines the number of b-bone segments each tweak control will be split into.
|
||||
Custom IK Pivot
|
||||
Generates an extra control for the end of the IK limb that allows rotating it around an arbitrarily placed pivot.
|
||||
Assign FK Layers
|
||||
If enabled, allows placing the FK chain in different bone collections from the IK bones.
|
||||
Assign Tweak Layers
|
||||
If enabled, allows placing the Tweak controls in different bone collections from the IK bones.
|
||||
|
||||
|
||||
.. _rigify.rigs.limbs.front_paw:
|
||||
|
||||
limbs.front_paw
|
||||
===============
|
||||
|
||||
Derivative of `limbs.paw`_ with extended IK suitable for use in front paws.
|
||||
The additional IK limits the degree of change in the angle between shin and
|
||||
paw bones (2nd and 3rd) as the main IK control moves and rotates.
|
||||
|
||||
For best results, the shin bone should not be parallel to either thigh or paw in rest pose,
|
||||
i.e. there should be some degree of bend in all joints of the paw.
|
||||
|
||||
Heel IK Influence
|
||||
Influence of the extended IK. At full rotating the main IK control or digit bone would
|
||||
not affect the rotation of the paw bone, while lower values provide some blending.
|
||||
|
||||
|
||||
.. _rigify.rigs.limbs.rear_paw:
|
||||
|
||||
limbs.rear_paw
|
||||
==============
|
||||
|
||||
Derivative of `limbs.paw`_ with extended IK suitable for use in rear paws.
|
||||
The additional IK tries to maintain thigh and paw bones (1st and 3rd) in a nearly parallel orientation
|
||||
as the main IK control moves and rotates.
|
||||
|
||||
For best results, thigh and paw bones should start nearly parallel in the rest pose.
|
||||
|
||||
|
||||
.. _rigify.rigs.limbs.super_palm:
|
||||
|
||||
limbs.super_palm
|
||||
================
|
||||
|
||||
Will create a palm system based on the distance between palm bones.
|
||||
|
||||
Requirement: At least two bones child of the same parent.
|
||||
The property has to be set on the inner palm bones (think it as index's metacarpus),
|
||||
the rig control will appear on the last palm bone (think it as pinky's metacarpus).
|
||||
|
||||
Both Sides
|
||||
Generates controls on both sides of the palm, with influence on inner bones blended between them.
|
||||
|
||||
Primary Rotation Axis (X, Z)
|
||||
Defines the automatic rotation axis to be used on the palm bones.
|
||||
|
||||
|
||||
.. _rigify.rigs.limbs.spline_tentacle:
|
||||
|
||||
limbs.spline_tentacle
|
||||
=====================
|
||||
|
||||
This rig type implements a flexible tentacle with an IK system using the Spline IK constraint. The control bones
|
||||
define control points of a Bezier curve, and the bone chain follows the curve.
|
||||
|
||||
The curve control points are sorted into three groups: start, middle and end. The middle controls are always
|
||||
visible and active, while the other two types can be shown and hidden dynamically using properties; when enabled
|
||||
they appear next to the corresponding permanent start/end control and can be moved from there.
|
||||
|
||||
Extra Start Controls
|
||||
Specifies the number of optional start controls to generate.
|
||||
Middle Controls
|
||||
Specifies the number of middle controls to generate.
|
||||
Extra End Controls
|
||||
Specifies the number of optional end controls to generate.
|
||||
Tip Control:
|
||||
Specifies how the curve stretching and the final control bone work:
|
||||
|
||||
Stretch To Fit
|
||||
Stretches the whole bone chain to fit the length of the curve defined by the controls.
|
||||
|
||||
An end twist control is generated to control the twist along the chain.
|
||||
Direct Tip Control
|
||||
Generates an IK end control, which directly controls the final bone of the chain similar to how
|
||||
regular IK works for limbs, as well as controlling the end of the bezier curve. The middle bones of
|
||||
the chain stretch to follow the curve and cover the gap.
|
||||
|
||||
The rig automatically deduces twist of up to 180 degrees based on the orientation of the end control.
|
||||
Higher amounts of twist have to be dialled in through an End Twist Estimate slider to avoid flipping.
|
||||
Manual Squash & Stretch
|
||||
This mode allows full manual control over the chain scaling, while the chain covers as much of the curve
|
||||
as it can given its current length.
|
||||
|
||||
The start control of the chain manages its uniform squash & stretch scale, while the end twist control
|
||||
manages both the twist of the chain, as well as its scale at the tip (blended gradually along the length).
|
||||
Radius Scaling
|
||||
Allows scaling the controls to control the thickness of the chain through the curve.
|
||||
Maximum Radius
|
||||
Specifies the maximum scale allowed by the Radius Scaling feature.
|
||||
FK Controls
|
||||
Generates an FK control chain and IK-FK snapping.
|
||||
Assign FK Layers
|
||||
If enabled, allows placing the FK chain in different bone collections from the IK bones.
|
221
manual/addons/rigging/rigify/rig_types/skin.rst
Normal file
221
manual/addons/rigging/rigify/rig_types/skin.rst
Normal file
@ -0,0 +1,221 @@
|
||||
.. todo: make permanent 'new', development
|
||||
|
||||
****
|
||||
Skin
|
||||
****
|
||||
|
||||
These rigs implement a flexible system for rigging skin using multiple interacting B-Bone chains.
|
||||
This is developed as the base for a new modular Rigify face rig.
|
||||
These are the main ideas of the system:
|
||||
|
||||
Generic B-Bone Chain
|
||||
One core idea of the system is that most of the deformation should be implemented
|
||||
using a standard powerful B-Bone chain rig. These chains support advanced behavior by
|
||||
interacting with other rig components. This is in contrast to having multiple domain-specific rigs
|
||||
that each generate their own deform chains.
|
||||
|
||||
The implementation provides two versions of the chain rig: `skin.basic_chain`_ merely
|
||||
attaches B-Bones to the controls with no automation added to the controls themselves.
|
||||
The `skin.stretchy_chain`_ rig in addition interpolates motion of the end (and an optional middle)
|
||||
controls to the other controls of the chain.
|
||||
|
||||
Automatic Control Merging
|
||||
The deformation part of the system consists of chains of one or more B-Bones connecting
|
||||
control points (nodes). Whenever controls for two chains would completely overlap,
|
||||
they are automatically merged.
|
||||
|
||||
For each merged control, one of the chains is selected as the owner, based on heuristic factors
|
||||
like parent depth from root, presence of ``.T``/``.B`` ``.L``/``.R`` symmetry markers,
|
||||
and even alphabetical order as the last resort. This can be overridden by an explicit priority setting
|
||||
in cases when it guesses wrong.
|
||||
|
||||
The owner and its parents determine additional automation that is placed on the control.
|
||||
As a special case, if a control is merged with its ``.T``/``.B`` ``.L``/``.R`` symmetry counterparts
|
||||
(detected purely by naming), the automation from all of the symmetry siblings
|
||||
of the owner is averaged.
|
||||
|
||||
.. _rigify.rigs.skin.skin_parents:
|
||||
|
||||
Parent Controllers
|
||||
Rather than simply using the parent meta-rig bone (ORG) as parent for controls and chain mechanisms,
|
||||
the new system includes an interface for parent rigs. It explicitly provide parent bones and generate control
|
||||
parent automation mechanisms for their child chain controls by inheriting from the appropriate base
|
||||
and overriding methods.
|
||||
|
||||
This allows implementing rigs that integrate and manage their child chains in intelligent ways in order
|
||||
to add extra automation specific to certain areas. The base skin system includes one simple example
|
||||
`skin.transform.basic`_ rig, which translates its child control points according to
|
||||
its control bone transformation.
|
||||
|
||||
Custom Rigging
|
||||
Finally, the new system provides ways to integrate with custom automation directly included in the meta-rig
|
||||
via two extra rig components.
|
||||
|
||||
The `skin.anchor`_ rig generates a single control with inherited constraints etc., similar to
|
||||
:ref:`basic.super_copy <rigify.rigs.basic.super_copy>`. However, it also integrates into the skin system
|
||||
as a zero length chain with highest priority. This allows overriding the normal behavior by providing
|
||||
a control point under full control of the user, which other chains would automatically attach to.
|
||||
|
||||
The `skin.glue`_ rig on the other hand will attach itself to the control that is generated at
|
||||
its position (it is an error if there is none). It can be used to read the position of the control
|
||||
from custom rigging in the meta-rig, or inject constraints into the control bone. It is possible to
|
||||
also detect the control at the tail of the glue bone and use it as target in the constraints,
|
||||
thus copying transformation between the controls.
|
||||
|
||||
|
||||
.. _rigify.rigs.skin.basic_chain:
|
||||
|
||||
skin.basic_chain
|
||||
================
|
||||
|
||||
This is the basic chain rig, which bridges controls with B-Bones but does not add
|
||||
any automation to the controls themselves.
|
||||
|
||||
When controls are merely moved, the chains behave as if using standard
|
||||
automatic handles, but rotating and optionally scaling the controls will adjust the result.
|
||||
|
||||
B-Bone Segments
|
||||
Specifies the number of segments to use. Setting this to 1 disables
|
||||
all advanced behavior and merely bridges the points with a Stretch To bone.
|
||||
Merge Parent Rotation and Scale
|
||||
This can be enabled to let the chain respond to rotation and scale induced by parents of
|
||||
controls owned by other chains that this chain's control merged into.
|
||||
Use Handle Scale
|
||||
Enables using control scale to drive scale and/or easing of the B-Bone.
|
||||
Connect With Mirror
|
||||
Specifies whether the ends of the chain should smoothly connect when merging controls
|
||||
with its ``.T``/``.B`` ``.L``/``.R`` symmetry counterpart. The relevant option must be enabled
|
||||
on both chains to work.
|
||||
Connect Matching Ends
|
||||
Specifies whether the end of the chain should connect to the opposite end of a different chain
|
||||
when merging controls. Thus forming a continuous smooth chain in the same direction.
|
||||
The relevant options must be enabled on both chains.
|
||||
Sharpen Corner
|
||||
Specifies whether the rig should generate a mechanism to form a sharp corner at
|
||||
the relevant connected end, depending on the angle formed by adjacent control locations.
|
||||
When the control angle becomes sharper than the specified value, ease starts reducing from 1 to 0.
|
||||
Orientation
|
||||
Specifies that the controls should be oriented the same as the selected bone, rather than being
|
||||
aligned to the chain.
|
||||
|
||||
Copy To Selected
|
||||
Copy to selected rigs that have the same option. Thus allowing to indiscriminately selecting bones
|
||||
without assigning unnecessary values.
|
||||
Chain Priority
|
||||
Allows overriding the heuristic used to select the primary owner when merging controls.
|
||||
|
||||
|
||||
.. _rigify.rigs.skin.stretchy_chain:
|
||||
|
||||
skin.stretchy_chain
|
||||
===================
|
||||
|
||||
This rig extends the basic chain with automation that propagates movement of the start and end,
|
||||
and an optional middle control, to other controls. This results in stretching the whole chain
|
||||
when moving one of the ends, rather than just the immediately adjacent B-Bones.
|
||||
|
||||
Middle Control Position
|
||||
Specifies the position of the middle control within the chain; disabled when zero.
|
||||
Falloff
|
||||
Specifies the influence falloff curves of the start, middle and end controls.
|
||||
Zero results in linear falloff, increasing widens the influence, and -10 disables
|
||||
the influence propagation from that control completely.
|
||||
Spherical Falloff
|
||||
Toggle buttons to change the shape of the falloff curve from a power curve that at falloff 1 forms a parabola
|
||||
:math:`1 - x^{2^f}` to a curve forming a circle :math:`(1 - x^{2^f})^{2^{-f}}`.
|
||||
Falloff Along Chain Curve
|
||||
Computes the falloff curve along the length of the chain, instead of projecting on the straight
|
||||
line connecting its start and end points.
|
||||
Propagate Twist
|
||||
Specifies whether twist of the chain should be propagated to control points between main controls.
|
||||
Propagate Scale
|
||||
Specifies whether perpendicular scaling of the chain should be propagated to control points between main controls.
|
||||
Propagate to Controls
|
||||
Allows other chains to see propagated twist and scale via *Merge Parent Rotation and Scale* when their
|
||||
controls are merged into this chain, instead of it being completely local to this chain.
|
||||
Primary Control Layers
|
||||
Optionally specifies bone collections for the end controls.
|
||||
Secondary Control Layers
|
||||
Optionally specifies bone collections for the middle control, falling back to *Primary Control Layers* if not set.
|
||||
|
||||
The main controls with active falloff have the effect of *Merge Parent Rotation and Scale*
|
||||
automatically enabled just for them.
|
||||
|
||||
|
||||
.. _rigify.rigs.skin.anchor:
|
||||
|
||||
skin.anchor
|
||||
===========
|
||||
|
||||
This rig effectively acts as a zero-length chain with highest priority,
|
||||
ensuring that it becomes the owner when merging controls with other chains.
|
||||
And also allowing one to input custom automation influence into the skin system.
|
||||
|
||||
All constraints on the meta-rig bone are moved to the created control.
|
||||
|
||||
Generate Deform Bone
|
||||
Creates a deformation bone parented to the control.
|
||||
Suppress Control
|
||||
Makes the control a hidden mechanism bone to hide it from the user.
|
||||
Widget Type
|
||||
Selects which widget to generate for the control.
|
||||
Relink Constraints
|
||||
Operates the same as in :ref:`basic.raw_copy <rigify.rigs.basic.raw_copy>`,
|
||||
except all constraints are moved from ORG to the control bone.
|
||||
Orientation
|
||||
Specifies the bone used to orient the control, like for other chains.
|
||||
|
||||
|
||||
.. _rigify.rigs.skin.glue:
|
||||
|
||||
skin.glue
|
||||
=========
|
||||
|
||||
This rig is in concept similar to `skin.anchor`_, but instead of overriding controls,
|
||||
it is used to read or adjust the state of controls generated by other rigs.
|
||||
The head of the bone must overlap a control of another skin rig.
|
||||
|
||||
The rig sets up its ORG bone to read the state of the control,
|
||||
while moving all constraints that were originally on the bone to the control.
|
||||
|
||||
Glue Mode
|
||||
Specifies how the ORG bone is connected to the skin control.
|
||||
|
||||
Child Of Control
|
||||
Makes the ORG bone a child of the control bone.
|
||||
Mirror Of Control
|
||||
Makes the ORG bone a sibling of the control with a Copy Transforms constraint from the control.
|
||||
The resulting local space transformation is the same as control's local space.
|
||||
Mirror With Parents
|
||||
Parents the ORG bone to the parent automation a control owned by
|
||||
the glue rig would have had, while making it follow the actual control.
|
||||
This includes both direct and parent-induced motion of the control into
|
||||
the local space transformation of the bone.
|
||||
Deformation Bridge
|
||||
Other than adding glue constraints to the control, the rig acts as a one segment basic deform chain.
|
||||
This is convenient when a pair of controls need to be bridged both with glue and a deform bone.
|
||||
|
||||
Relink Constraints
|
||||
Operates the same as in :ref:`basic.raw_copy <rigify.rigs.basic.raw_copy>`,
|
||||
except all constraints are moved from ORG to the control bone.
|
||||
Use Tail Target
|
||||
Relinks ``TARGET`` or any constraints with an empty target bone and no relink specification
|
||||
to reference the control located at the tail of the glue bone.
|
||||
Target Local With Parents
|
||||
Switches the tail target to operate similarly to *Mirror With Parents*.
|
||||
Add Constraint
|
||||
Allows to add a typical glue constraints with specific *Influence*, as if it were at
|
||||
the start of the ORG bone constraint stack.
|
||||
|
||||
|
||||
.. _rigify.rigs.skin.transform.basic:
|
||||
|
||||
skin.transform.basic
|
||||
====================
|
||||
|
||||
This rig provides a simplistic :ref:`parent controller <rigify.rigs.skin.skin_parents>`, which uses regular
|
||||
translation, rotation, or scale to modify locations but not orientations or scale of its child chain controls.
|
||||
|
||||
Generate Control
|
||||
Specifies whether to generate a visible control, or use the transformation of the ORG bone
|
||||
as a part of more complex and specific rig setup.
|
92
manual/addons/rigging/rigify/rig_types/spines.rst
Normal file
92
manual/addons/rigging/rigify/rig_types/spines.rst
Normal file
@ -0,0 +1,92 @@
|
||||
|
||||
******
|
||||
Spines
|
||||
******
|
||||
|
||||
These rigs are used to generate spine structures, including the head and tail.
|
||||
|
||||
|
||||
.. _rigify.rigs.spines.super_spine:
|
||||
|
||||
spines.super_spine
|
||||
==================
|
||||
|
||||
Will create a complete bendy and stretchy b-bones spine system based on bone numbers of
|
||||
your bone chain and user defined options.
|
||||
|
||||
This is a composite wrapper of `spines.basic_spine`_, `spines.super_head`_ and `spines.basic_tail`_.
|
||||
Note that for the tail, the direction of the bones is reversed compared to the separate rig.
|
||||
|
||||
Requirement: A chain of at least three connected bones (base system).
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-types_spines-required.png
|
||||
|
||||
Spine required bones.
|
||||
|
||||
Pivot Position (integer)
|
||||
Defines the pivot position for torso and hips.
|
||||
Head (Boolean)
|
||||
When checked neck and head systems will be added to your spine rig.
|
||||
|
||||
Neck Position (integer)
|
||||
Defines the bone where the neck system starts. The last bone will always be the head system.
|
||||
If neck position is the last bone of the chain, then only the head system will be created ignoring the neck.
|
||||
Tail (Boolean)
|
||||
When checked tail system will be added to your spine rig.
|
||||
|
||||
Tail Position (integer)
|
||||
Defines the bone where the tail system starts. The next bone will always be the hips system.
|
||||
X, Y, Z (Boolean)
|
||||
When generating a tail, specifies which local axis rotations should be replicated along the chain.
|
||||
Assign Tweak Layers
|
||||
If enabled, allows placing the Tweak controls in different bone collections from the IK bones.
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-types_spines-default.png
|
||||
|
||||
Spine default bones.
|
||||
|
||||
.. figure:: /images/addons_rigging_rigify_rig-types_spines-example.png
|
||||
|
||||
Spine with tail bones.
|
||||
|
||||
|
||||
.. _rigify.rigs.spines.basic_spine:
|
||||
|
||||
spines.basic_spine
|
||||
==================
|
||||
|
||||
Defines a bendy and stretchy b-bones spine.
|
||||
|
||||
Pivot Position (integer)
|
||||
Defines the pivot position for torso and hips.
|
||||
Assign Tweak Layers
|
||||
If enabled, allows placing the Tweak controls in different bone collections from the IK bones.
|
||||
FK Controls
|
||||
Specifies whether to generate an FK control chain.
|
||||
Assign FK Layers
|
||||
If enabled, allows placing the FK chain in different bone collections from the IK bones.
|
||||
|
||||
|
||||
.. _rigify.rigs.spines.basic_tail:
|
||||
|
||||
spines.basic_tail
|
||||
=================
|
||||
|
||||
Defines a bendy and stretchy b-bones tail.
|
||||
|
||||
X, Y, Z (Boolean)
|
||||
Specifies which local axis rotations should be replicated along the chain from each control
|
||||
bone to the following one.
|
||||
Assign Tweak Layers
|
||||
If enabled, allows placing the Tweak controls in different bone collections from the IK bones.
|
||||
|
||||
|
||||
.. _rigify.rigs.spines.super_head:
|
||||
|
||||
spines.super_head
|
||||
=================
|
||||
|
||||
Defines a head rig with follow torso controls.
|
||||
|
||||
Assign Tweak Layers
|
||||
If enabled, allows placing the Tweak controls in different bone collections from the IK bones.
|
@ -371,6 +371,9 @@ GPU Options
|
||||
``--gpu-backend``
|
||||
Force to use a specific GPU backend. Valid options: ``vulkan`` (experimental), ``metal``, ``opengl``.
|
||||
|
||||
``--gpu-compilation-subprocesses``
|
||||
Override the Max Compilation Subprocesses setting (OpenGL only).
|
||||
|
||||
|
||||
.. _command-line-args-misc-options:
|
||||
|
||||
|
@ -238,6 +238,7 @@ usage::
|
||||
blender --command extension build [-h] [--source-dir SOURCE_DIR]
|
||||
[--output-dir OUTPUT_DIR]
|
||||
[--output-filepath OUTPUT_FILEPATH]
|
||||
[--valid-tags VALID_TAGS_JSON]
|
||||
[--split-platforms] [--verbose]
|
||||
|
||||
Build a package in the current directory.
|
||||
@ -256,6 +257,16 @@ options:
|
||||
The package output filepath (should include a ``.zip`` extension).
|
||||
|
||||
Defaults to a name created using the ``id`` from the manifest.
|
||||
--valid-tags VALID_TAGS_JSON
|
||||
Reference a file path containing valid tags lists.
|
||||
|
||||
If you wish to reference custom tags a ``.json`` file can be used.
|
||||
The contents must be a dictionary of lists where the ``key`` matches the extension type.
|
||||
|
||||
For example:
|
||||
``{"add-ons": ["Example", "Another"], "theme": ["Other", "Tags"]}``
|
||||
|
||||
To disable validating tags, pass in an empty path ``--valid-tags=""``.
|
||||
--split-platforms Build a separate package for each platform.
|
||||
Adding the platform as a file name suffix (before the extension).
|
||||
|
||||
@ -270,7 +281,9 @@ Subcommand: ``validate``
|
||||
|
||||
usage::
|
||||
|
||||
blender --command extension validate [-h] [SOURCE_PATH]
|
||||
blender --command extension validate [-h]
|
||||
[--valid-tags VALID_TAGS_JSON]
|
||||
[SOURCE_PATH]
|
||||
|
||||
Validate the package meta-data in the current directory.
|
||||
|
||||
@ -282,6 +295,16 @@ positional arguments:
|
||||
|
||||
options:
|
||||
-h, --help show this help message and exit
|
||||
--valid-tags VALID_TAGS_JSON
|
||||
Reference a file path containing valid tags lists.
|
||||
|
||||
If you wish to reference custom tags a ``.json`` file can be used.
|
||||
The contents must be a dictionary of lists where the ``key`` matches the extension type.
|
||||
|
||||
For example:
|
||||
``{"add-ons": ["Example", "Another"], "theme": ["Other", "Tags"]}``
|
||||
|
||||
To disable validating tags, pass in an empty path ``--valid-tags=""``.
|
||||
|
||||
.. _command-line-args-extension-server-generate:
|
||||
|
||||
|
@ -14,8 +14,8 @@ compatible extensions are listed:
|
||||
- ``platform``
|
||||
- ``blender_version``
|
||||
|
||||
This means that servers have the chance to handle these arguments to output a single entry per-extension on the
|
||||
listing.
|
||||
This means that servers have the chance to handle these arguments to output a single entry
|
||||
per-extension on the listing.
|
||||
|
||||
These arguments are passed as parameters to the server via a query URL:
|
||||
|
||||
|
@ -29,7 +29,12 @@ To test the generated repository, create a new "Remote" repository from the user
|
||||
|
||||
- **Extensions -> Repositories -> [+] -> Add Remote Repository**
|
||||
- In the **URL** paste the location of the generated JSON.
|
||||
So the example ``/path/to/packages`` would use the: ``file:///path/to/packages/index.json``.
|
||||
So the example ``/path/to/packages`` would use the:
|
||||
|
||||
- ``file:///path/to/packages/index.json`` on Linux/macOS.
|
||||
- ``file:///C:/path/to/packages/index.json`` on MS-Windows.
|
||||
- ``file://HOST/share/path/to/packages/index.json`` network shares on MS-Windows.
|
||||
|
||||
You may wish to use a web browser to navigate to the file-system location and copy that URL into Blender.
|
||||
|
||||
|
||||
@ -86,4 +91,6 @@ Expected format:
|
||||
<version_max_exclusive>&platforms=<platform1,platform2,...>``
|
||||
|
||||
Example:
|
||||
``https://extensions.blender.org/add-ons/amaranth-toolset/1.0.23/download/add-on-amaranth-toolset-v1.0.23.zip?repository=/api/v1/extensions/&blender_version_min=4.2.0&platforms=linux-x64,macos-x64``
|
||||
``https://extensions.blender.org/add-ons/amaranth-toolset/1.0.23/download/add-on-amaranth-toolset-v1.0.23.zip?repository=%2Fapi%2Fv1%2Fextensions%2F&blender_version_min=4.2.0&platforms=linux-x64%2Cmacos-x64``
|
||||
|
||||
*Note that ``%2F`` and ``%2C`` are simply the url-encoded equivalent of ``/`` and ``,`` respectively.*
|
||||
|
@ -83,8 +83,3 @@ Viewer Region
|
||||
which will become the next preview in the backdrop.
|
||||
:kbd:`Ctrl-Alt-B` discards the region back to a full preview.
|
||||
This is only a preview option, final compositing during a render ignores this region.
|
||||
|
||||
.. _bpy.types.SpaceNodeEditor.use_auto_render:
|
||||
|
||||
Auto Render
|
||||
Re-render and composite changed layer when edits to the 3D scene are made.
|
||||
|
@ -167,7 +167,8 @@ Scene Statistics
|
||||
|
||||
Scene Duration
|
||||
Shows the total amount of time of the playback along with the current frame number and total frame count.
|
||||
The format of the duration text is determined by the :ref:`Timecode Style <bpy.types.PreferencesView.timecode_style>`.
|
||||
The format of the duration text is determined by the
|
||||
:ref:`Timecode Style <bpy.types.PreferencesView.timecode_style>`.
|
||||
|
||||
System Memory
|
||||
Shows an estimate of Blender's RAM consumption. On a single-instance single-machine scenario,
|
||||
|
@ -72,8 +72,8 @@ Open Recent
|
||||
Displays a list of recently opened blend-files.
|
||||
Hovering over items will show a preview, and information about the blend-file.
|
||||
Select any of the file names in the list to open that blend-file.
|
||||
When :kbd:`RMB` on a listed item, a context menu will appear; One of the available options is *Open File Location*, which will open that
|
||||
location in an OS file explorer or Finder window.
|
||||
When :kbd:`RMB` on a listed item, a context menu will appear; One of the available options is *Open File Location*,
|
||||
which will open that location in an OS file explorer or Finder window.
|
||||
|
||||
Clear Recent Files List
|
||||
Removes all items from the list.
|
||||
|
@ -132,7 +132,7 @@ Light Intensity Scale
|
||||
Scale for the intensity of imported lights.
|
||||
|
||||
Custom Properties
|
||||
Behavior when importing USD attributes as :doc:`Custom Properties <files-data_blocks-custom-properties>`.
|
||||
Behavior when importing USD attributes as :ref:`Custom Properties <files-data_blocks-custom-properties>`.
|
||||
|
||||
:None: Does not import USD custom attributes.
|
||||
:User:
|
||||
@ -329,7 +329,7 @@ Include
|
||||
|
||||
Blender Data
|
||||
Custom Properties
|
||||
Exports :doc:`Custom Properties <files-data_blocks-custom-properties>`
|
||||
Exports :ref:`Custom Properties <files-data_blocks-custom-properties>`
|
||||
as USD attributes in the ``userProperties`` namespace.
|
||||
Blender Names
|
||||
Author USD custom attributes containing the original Blender object and object data names.
|
||||
|
@ -8,5 +8,4 @@
|
||||
:maxdepth: 2
|
||||
|
||||
link_append.rst
|
||||
library_proxies.rst
|
||||
library_overrides.rst
|
||||
|
@ -70,6 +70,47 @@ data-blocks of different hierarchies, like a parenting relationships between two
|
||||
of a same character.
|
||||
|
||||
|
||||
Animation & Overrides
|
||||
=====================
|
||||
|
||||
Due to current design of animation data in Blender, what is editable in overrides' animations can
|
||||
change greatly depending on whether animation data was already defined in the linked reference
|
||||
data-block. Animation data is created for a datablock if it gets animated by keyframes, or
|
||||
through drivers.
|
||||
|
||||
In general, an overrides can do much more with its animation data if no animation data exists
|
||||
in its linked reference data-block.
|
||||
|
||||
**Keyframes (a.k.a. F-Curves)**
|
||||
|
||||
:doc:`Keyframed animation </animation/keyframes/introduction>` belongs to another data-block
|
||||
(an Action one). So it is possible to assign a purely local Action data-block replacing
|
||||
the one linked from the library. This will completely replace the keyframed animation
|
||||
from the linked data though, and not override it in any way.
|
||||
|
||||
Overridden Action data-blocks only support a very limited amount of editing.
|
||||
For example, an existing F-Curve can be muted, but its keyframes cannot be edited,
|
||||
and no new F-Curve can be added.
|
||||
|
||||
**Drivers**
|
||||
|
||||
If the linked reference data has animation data, then its overrides only have
|
||||
limited possibilities to edit the existing :doc:`drivers </animation/drivers/introduction>`.
|
||||
For example, it will be possible to change the exisitng target of a driver,
|
||||
but it won't be possible to add new drivers, or new targets to an existing driver.
|
||||
|
||||
If the linked reference data has no animation data, then its overrides will create a new one
|
||||
when they get some drivers defined. Drivers can then be fully edited, added or removed,
|
||||
just as with purely local data-blocks.
|
||||
|
||||
**NLA**
|
||||
|
||||
The :doc:`NLA editor </editors/nla/introduction>` data also belongs to the animation data
|
||||
of a data-block. However, this data does support some greater level of edition in overrides,
|
||||
including moving or resizing existing strips from the linked data,
|
||||
and adding new local strips.
|
||||
|
||||
|
||||
Resyncing Overrides
|
||||
===================
|
||||
|
||||
|
@ -1,13 +0,0 @@
|
||||
|
||||
*******
|
||||
Proxies
|
||||
*******
|
||||
|
||||
Proxies were the historical way in Blender to allow some local editing of linked data-blocks.
|
||||
This was mostly aimed at character animation.
|
||||
|
||||
They are now fully deprecated as of Blender 3.0, replaced by the new
|
||||
:doc:`Library Overrides </files/linked_libraries/library_overrides>`.
|
||||
|
||||
Existing proxies in older blend-files will be converted to library overrides when
|
||||
opening it in Blender 3.2 and later.
|
@ -29,7 +29,9 @@ Link
|
||||
|
||||
*Link* creates a reference to the data in the source file such that
|
||||
changes made there will be reflected in the referencing file the next time it is reloaded.
|
||||
But linked data is not editable (to some extent, see :doc:`/files/linked_libraries/library_proxies`).
|
||||
But linked data is usually not editable.
|
||||
:doc:`Library Overrides </files/linked_libraries/library_overrides>` can be created from
|
||||
linked data to allow some level of local editing, animation, etc.
|
||||
|
||||
In the :doc:`File Browser </editors/file_browser>`,
|
||||
navigate to the external source blend-file and select the data-block you want to reuse.
|
||||
|
BIN
manual/images/addons_rigging_rigify_basics_advanced-panel.png
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manual/images/addons_rigging_rigify_basics_advanced-panel.png
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manual/images/addons_rigging_rigify_bone-positioning_face-eyes-nose-bones.png
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manual/images/addons_rigging_rigify_bone-positioning_face-eyes-nose-bones.png
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manual/images/addons_rigging_rigify_bone-positioning_face-eyes-nose-landmarks.png
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manual/images/addons_rigging_rigify_bone-positioning_face-eyes-nose-landmarks.png
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manual/images/addons_rigging_rigify_bone-positioning_face-eyes-pivot-position.png
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manual/images/addons_rigging_rigify_bone-positioning_face-eyes-pivot-position.png
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manual/images/addons_rigging_rigify_bone-positioning_face-jaw-ear-bones.png
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manual/images/addons_rigging_rigify_bone-positioning_face-jaw-ear-bones.png
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manual/images/addons_rigging_rigify_bone-positioning_face-landmarks.png
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manual/images/addons_rigging_rigify_bone-positioning_face-landmarks.png
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manual/images/addons_rigging_rigify_bone-positioning_face-lips-merge-point.png
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manual/images/addons_rigging_rigify_bone-positioning_face-lips-merge-point.png
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manual/images/addons_rigging_rigify_bone-positioning_face-mouth-teeth-positions.png
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manual/images/addons_rigging_rigify_bone-positioning_face-mouth-teeth-positions.png
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manual/images/addons_rigging_rigify_bone-positioning_face-stretcher-bones.png
(Stored with Git LFS)
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manual/images/addons_rigging_rigify_bone-positioning_face-stretcher-bones.png
(Stored with Git LFS)
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manual/images/addons_rigging_rigify_bone-positioning_fingers-bend-axis.png
(Stored with Git LFS)
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manual/images/addons_rigging_rigify_bone-positioning_fingers-bend-axis.png
(Stored with Git LFS)
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manual/images/addons_rigging_rigify_bone-positioning_fingers-edge-loops.png
(Stored with Git LFS)
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manual/images/addons_rigging_rigify_bone-positioning_fingers-edge-loops.png
(Stored with Git LFS)
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manual/images/addons_rigging_rigify_bone-positioning_fingers-palm-alignment.png
(Stored with Git LFS)
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manual/images/addons_rigging_rigify_bone-positioning_fingers-palm-alignment.png
(Stored with Git LFS)
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manual/images/addons_rigging_rigify_bone-positioning_limbs-arm-bones.png
(Stored with Git LFS)
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manual/images/addons_rigging_rigify_bone-positioning_limbs-arm-bones.png
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manual/images/addons_rigging_rigify_bone-positioning_limbs-leg-bones.png
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manual/images/addons_rigging_rigify_bone-positioning_limbs-leg-bones.png
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manual/images/addons_rigging_rigify_bone-positioning_torso-bones.png
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manual/images/addons_rigging_rigify_bone-positioning_torso-bones.png
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manual/images/addons_rigging_rigify_bone-positioning_torso-landmarks.png
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manual/images/addons_rigging_rigify_bone-positioning_torso-landmarks.png
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manual/images/addons_rigging_rigify_metarigs_actions-corrective-panel.png
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manual/images/addons_rigging_rigify_metarigs_actions-corrective-panel.png
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manual/images/addons_rigging_rigify_metarigs_actions-list-panel.png
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manual/images/addons_rigging_rigify_metarigs_actions-list-panel.png
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manual/images/addons_rigging_rigify_metarigs_actions-normal-panel.png
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manual/images/addons_rigging_rigify_metarigs_actions-normal-panel.png
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manual/images/addons_rigging_rigify_metarigs_bone-collections-layout-panel.png
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manual/images/addons_rigging_rigify_metarigs_bone-collections-layout-panel.png
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manual/images/addons_rigging_rigify_metarigs_bone-collections-panel.png
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manual/images/addons_rigging_rigify_metarigs_built-samples.png
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manual/images/addons_rigging_rigify_metarigs_built-samples.png
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manual/images/addons_rigging_rigify_metarigs_color-sets-panel.png
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manual/images/addons_rigging_rigify_metarigs_color-sets-panel.png
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manual/images/addons_rigging_rigify_metarigs_rigify-type-panel.png
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manual/images/addons_rigging_rigify_metarigs_split-samples.png
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manual/images/addons_rigging_rigify_metarigs_split-samples.png
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manual/images/addons_rigging_rigify_rig-features_arm-controls.png
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manual/images/addons_rigging_rigify_rig-features_arm-controls.png
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manual/images/addons_rigging_rigify_rig-features_eye-controls.png
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manual/images/addons_rigging_rigify_rig-features_eye-controls.png
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manual/images/addons_rigging_rigify_rig-features_eye-properties.png
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manual/images/addons_rigging_rigify_rig-features_eye-properties.png
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manual/images/addons_rigging_rigify_rig-features_face-chains.png
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manual/images/addons_rigging_rigify_rig-features_face-chains.png
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manual/images/addons_rigging_rigify_rig-features_finger-controls.png
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manual/images/addons_rigging_rigify_rig-features_finger-controls.png
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manual/images/addons_rigging_rigify_rig-features_finger-properties.png
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manual/images/addons_rigging_rigify_rig-features_finger-properties.png
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manual/images/addons_rigging_rigify_rig-features_foot-controls.png
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manual/images/addons_rigging_rigify_rig-features_foot-controls.png
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manual/images/addons_rigging_rigify_rig-features_foot-properties.png
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manual/images/addons_rigging_rigify_rig-features_foot-properties.png
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manual/images/addons_rigging_rigify_rig-features_hand-controls.png
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manual/images/addons_rigging_rigify_rig-features_hand-controls.png
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manual/images/addons_rigging_rigify_rig-features_head-controls.png
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manual/images/addons_rigging_rigify_rig-features_head-controls.png
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manual/images/addons_rigging_rigify_rig-features_head-properties.png
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manual/images/addons_rigging_rigify_rig-features_head-properties.png
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manual/images/addons_rigging_rigify_rig-features_ik-fk-switch.png
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manual/images/addons_rigging_rigify_rig-features_ik-fk-switch.png
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manual/images/addons_rigging_rigify_rig-features_limb-properties.png
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manual/images/addons_rigging_rigify_rig-features_limb-properties.png
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manual/images/addons_rigging_rigify_rig-features_mouth-controls.png
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manual/images/addons_rigging_rigify_rig-features_mouth-controls.png
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manual/images/addons_rigging_rigify_rig-features_mouth-properties.png
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manual/images/addons_rigging_rigify_rig-features_mouth-properties.png
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manual/images/addons_rigging_rigify_rig-features_parent-switch.png
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manual/images/addons_rigging_rigify_rig-features_parent-switch.png
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manual/images/addons_rigging_rigify_rig-features_rig-ui-panels.png
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manual/images/addons_rigging_rigify_rig-features_rig-ui-panels.png
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manual/images/addons_rigging_rigify_rig-features_rubber-tweak.png
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manual/images/addons_rigging_rigify_rig-features_rubber-tweak.png
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manual/images/addons_rigging_rigify_rig-features_simple-controls.png
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manual/images/addons_rigging_rigify_rig-features_simple-controls.png
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manual/images/addons_rigging_rigify_rig-features_spine-controls.png
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manual/images/addons_rigging_rigify_rig-features_spine-controls.png
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manual/images/addons_rigging_rigify_rig-features_spline-controls-tip.png
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manual/images/addons_rigging_rigify_rig-features_spline-controls-tip.png
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manual/images/addons_rigging_rigify_rig-features_spline-controls.png
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manual/images/addons_rigging_rigify_rig-features_spline-controls.png
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manual/images/addons_rigging_rigify_rig-features_spline-properties.png
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manual/images/addons_rigging_rigify_rig-features_spline-properties.png
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manual/images/addons_rigging_rigify_rig-features_tail-controls.png
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manual/images/addons_rigging_rigify_rig-features_tail-controls.png
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manual/images/addons_rigging_rigify_rig-types_limbs_arm-required.png
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manual/images/addons_rigging_rigify_rig-types_limbs_arm-required.png
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manual/images/addons_rigging_rigify_rig-types_limbs_leg-required.png
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manual/images/addons_rigging_rigify_rig-types_limbs_leg-required.png
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manual/images/addons_rigging_rigify_rig-types_limbs_paw-required.png
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manual/images/addons_rigging_rigify_rig-types_limbs_paw-required.png
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manual/images/addons_rigging_rigify_rig-types_spines-default.png
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manual/images/addons_rigging_rigify_rig-types_spines-default.png
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manual/images/addons_rigging_rigify_rig-types_spines-example.png
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manual/images/addons_rigging_rigify_rig-types_spines-example.png
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manual/images/addons_rigging_rigify_rig-types_spines-required.png
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manual/images/addons_rigging_rigify_rig-types_spines-required.png
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@ -67,7 +67,8 @@ Scene Statistics
|
||||
|
||||
Scene Duration
|
||||
Shows the total amount of time of the playback along with the current frame number and total frame count.
|
||||
The format of the duration text is determined by the :ref:`Timecode Style <bpy.types.PreferencesView.timecode_style>`.
|
||||
The format of the duration text is determined by the
|
||||
:ref:`Timecode Style <bpy.types.PreferencesView.timecode_style>`.
|
||||
|
||||
System Memory
|
||||
Shows an estimate of Blender's RAM consumption. On a single-instance single-machine scenario,
|
||||
|
@ -9,7 +9,8 @@ Set Instance Transform Node
|
||||
:align: right
|
||||
:alt: Set Instance Transform node.
|
||||
|
||||
The *Set Instance Transform* node :term:`Transforms <Transform>` geometry instances using a :term:`Transformation Matrix`.
|
||||
The *Set Instance Transform* node :term:`Transforms <Transform>` geometry instances
|
||||
using a :term:`Transformation Matrix`.
|
||||
|
||||
The :doc:`/modeling/geometry_nodes/instances` page contains more information about geometry instances.
|
||||
|
||||
|
@ -53,7 +53,3 @@ Minimum Vertices
|
||||
Minimum number of vertices a face must have to be triangulated.
|
||||
For example, setting this value to 5, will prevent triangulation of :term:`Quads <Quad>`
|
||||
and only triangulate :term:`N-gons <N-gon>`.
|
||||
|
||||
Keep Normals
|
||||
When using :ref:`custom normals <modeling_meshes_normals_custom>`,
|
||||
try to preserve the same shading as before triangulation.
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
************
|
||||
Displacement
|
||||
************
|
||||
@ -66,10 +65,8 @@ as 8-bit images often can not represent all the necessary detail.
|
||||
Displacement and Bump
|
||||
=====================
|
||||
|
||||
:guilabel:`Cycles Only`
|
||||
|
||||
Both methods can be combined to use actual displacement for the bigger displacement and
|
||||
bump for the finer details. This can provide a good balance to reduce memory usage.
|
||||
|
||||
Once you subdivide the mesh very finely, it is better to use only actual displacement.
|
||||
Once you subdivide the mesh very finely, it is better to use only actual displacement in Cycles.
|
||||
Keeping bump maps will then only increase memory usage and slow down renders.
|
||||
|
@ -17,7 +17,7 @@ Faces
|
||||
Collection
|
||||
This creates an instance of the collection with the transformation of the object.
|
||||
Collection instancers can be animated using actions,
|
||||
or can get a :doc:`Proxy </files/linked_libraries/library_proxies>`.
|
||||
or can get a :doc:`Library Override </files/linked_libraries/library_overrides>`.
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 2
|
||||
|
Loading…
Reference in New Issue
Block a user