INTERFACE FK IK IK Spline Tools Menu Rename Menu Skin Joints Menu Initial Pose Menu Character Menu Skin Helpers Menu Select Menu Cleanup Menu Settings Biped Template Menu Quadruped Template
INTERFACEThe Rigger interface is designed in such a way that the necessary tools are at hand. FK, IK and IK Spline are 3 basic methods for skeleton animation. To provide the necessary functionality for the rig, these techniques can be combined. To the right of each element is a button for setting parameters. Under the settings buttons there are additional tools for rigging: the orientation of the bones, the tool for mass renaming and the button for skinning. In the very right part of the plugin is an icon for resetting the pose of the character, the finalise rig button, a mirror joint button and a Create Skin Helper button. When you right-click on any icon, a menu with additional tools appears. At the top of the plugin is a menu for quick access to the necessary elements (Create, Select, Cleanup, Skeleton, Constrain, Skin, Mesh, Help).
FORWARD KINEMATICSTo create the joint, click 'FK' and draw a bone. Move it to the desired position relative to the model and press 'FK' again. Rigger automatically marks this bone as a controller, saves the initial pose and adds the 'Rotate Order' attribute. [gfycat data_id="RealAffectionateHoiho" data_autoplay=true data_controls=false data_expand=true data_title=false] [youtube url="https://www.youtube.com/watch?v=iTqd2cyOgtk"]
FK SettingsIn the FK settings, you can choose one of 3 forward kinematic modes: Classic, Shape and Bone. In Bone mode (default), the bone is marked as a controller and is used later for animation. The color of the controller is determined using the 'Color' slider. Shape mode allows you to add a Shape Node to any object. When creating a shape, the ‘Shapes’ attribute is created on the main control (‘rig_ctrl’), which turns on and off the display of the shape curves. Only 5 controller shapes: Square, Circle, Cube, Sphere and Cross. Shape diameter is controlled using the 'Size' attribute. In 'Classic' mode, an object of type NURBS Curve is created, placed in a group. Depending on the 'Constraint' setting, a 'Parent', 'Point', 'Orient' or 'Scale' constraint is created for the selected object. For the Classic mode, additional options are also available: 'World Oriented' (the controller is oriented to world coordinates), 'Display Handle' (creates a minimalistic controller with high priority for selection), 'Animatable Pivot' (the bone moves under the controller and attributes are added for animation of the center of rotation), 'Parent Joint' (the bone moves under the controller) and 'Hide Joint'. To create an FK for the entire bone hierarchy, enable the 'On Hierarchy' mode. Lock attribute Lock Rotate, Translate and Scale attributes. Unlock attribute Unlock Rotate, Translate and Scale attributes. Add Animatable Pivot Attributes Adds attributes for the ability to change and animate the center of rotation (only works with the 'Classic' FK). Remove Animatable Pivot Attributes Remove center of rotation attributes. Squash and stretch constraint Preservation of volume in tension. To create ‘Squash and Stretch Constraint’, select the bone, right-click on the FK icon and select ‘Squash and Stretch Constraint’. Volume constraint Allows you to create a wavy effect for a whole chain of bones. The effect is controlled with the help of the attributes ‘Volume’, ‘Position’ and ‘Fallof’ on the root bone. Make Joint Hierarchy Dynamic Create nHair dynamics on joint hierarchy. An 'Intensity' attribute will be created on the top controller. You can control other attributes of the dynamics with the hairSystem node. If you want a collision on object then select the object mesh and create a passive collider. Duplicate Joint The command duplicates two joints connected to one bone. Freeze Joint Allows you to set zero values of the translation attributes on the joints (only works with individual joints). Mirror Joints Duplicates the current joint chain across the specified plane. The command works with multiple selection, skin helpers and volume savers. Delete Shapes Deletes object's shape node. Delete FK To delete the FK controller, select the bone, right-click on the FK icon and select ‘Delete FK’.
INVERSE KINEMATICSTo create an IK, select one or more bones and click 'IK'. To switch the kinematics, select the bone or IK Handle and press 'Character Menu > IK / FK' or press right mouse button on the joint and choose 'Enable ikHandle'. You can also change the 'Ik Blend' attribute by selecting the IK Handle. Depending on the kinematics, the color of the bones changes (blue by default for FK, yellow for IK). Select IK Handle and press 'T'. In this way, you can quickly control the attributes 'Twist' and 'Pole Vector' that are responsible for the rotation. [gfycat data_id="CreativeNippyFlea" data_autoplay=true data_controls=false data_expand=true data_title=false] [youtube url="https://www.youtube.com/watch?v=17KYmXfblqA"]
IK SettingsIn the IK settings, you can enable 'Auto Stretch'. The attribute 'Limit Length' and 'Auto Stretch' is added to IK Handle. With 'Auto Stretch' enabled, the length of the IK chain is determined by the distance between the root bone and IK Handle. 'Limit Length' does not allow the IK chain to be shorter than its original length (suitable for arms and legs). The 'Save Volume' option automatically creates a 'Squash and Stretch Constraint' for the IK chain, allowing you to save the volume when compressing and stretching. On the 'Color Settings' tab, you can change the color of the IK and FK modes. Create IK for Each Joint Selected Allows you to create an IK for all selected bones. Make IK Stretchy Adds the ‘Limit Length’ and ‘Auto Stretch’ attributes to the IK Handle, allowing you to stretch the IK chain while preserving the volume. Connect to IK / FK Associates the selected object with the IK Handle. Now you can switch kinematics without selecting IK Handle. Delete IK To remove an IK, select the bone, right-click on the IK icon and select 'Delete IK'.
IK SPLINETo create an IK Spline, select one or more bones and click 'IK Spline'. The original bone will be divided into seven parts and two FK controllers will be added to control the orientation of the IK Spline. When IK Spline is created on a bone with an existing IK, the source bone will not be changed and will control the orientation of the IK Spline. [gfycat data_id="PoliteMarvelousAvians" data_autoplay=true data_controls=false data_expand=true data_title=false] [youtube url="https://www.youtube.com/watch?v=B1-F5Dlnh90"]
IK Spline SettingsIn the IK Spline settings, you can change the number of bones that will be used in IK Spline. The 'Auto Stretch' and 'Save Volume' attributes are similar to the settings in the IK settings window and are responsible for the automatic compression and stretching of the IK Spline chain. On the 'Color Settings' tab, you can change the bone color of IK Spline, the color of the FK mode. The 'Create FK Controllers' attribute allows you to automatically create Classic FK controls for IK Spline. The Color attribute changes the color of the controllers. Shape: the shape of the controls. Size: size of controls. Animatable Pivot: create controls with an animated rotation center. Display Handle: Create minimalistic controllers with high selection priority. Make IK Stretchy Adds the attributes 'Limit Length' and 'Auto Stretch' to the IK Spline Handle, allowing you to stretch the IK Spline chain while maintaining volume. Add Middle Controller Adds an additional FK controller to change the central shape of the IK Spline. Delete Middle Controller Removes the middle controller from IK Spline. Bind curve Binds an IK Spline curve to bind joints. Unbind curve Detaches the IK Spline curve from the bind joints, allowing you to change their position and center of rotation. Rebuild curve Reduce or increase the complexity of a Spline IK curve. Try different values to find the right type of deformation. Delete IK Spline To remove IK Spline, select the bone, right-click on the IK Spline icon and select 'Delete IK Spline'.
TOOLSOrient Joint If nothing is selected, clicking on the 'Orient Joint' icon opens the orientation settings window. If a bone is selected, then the bone is oriented, in accordance with the parameters of the Orient Joint window. When the 'Orient Joint to World' option is turned on, all bones are oriented in accordance with the world axes. 'Primary Axis' allows you to specify the primary local axis for the bone. This is the axis that determines the direction of the bone. 'Secondary Axis' allows you to specify which axis will be used as the secondary orientation of the bone. The 'Reverse' option inverts the World Axis. When the 'Hierarchy' option is turned on, all the bones in the selected bone hierarchy are oriented. The '+' and '-' buttons let you fine tune the orientation on X. The 'Toggle Axis' button turns on and off the display of the local axes of the hierarchy of bones. The last bone in the hierarchy is automatically oriented in accordance with the selected parameters. Split Joint 'Split Joint' allows you to split a bone into several bones. The number of divisions can be changed in the Split Joint Settings window. Node List A window with the list of nodes such as condition, multipleDivide, reverse, plusMinusAverage, distanceBetween and remapValue. Colors In the 'Colors' window, you can change the color of the selected controllers. Face Rigging Tools Creates a ribbon type setup that is suitable for soft deformations. Group Grouping an object with the center of rotation preserved. Convert to Geo Group Moves the selected group to 'rig_ctrl' and renames it to 'geo'. Create Root group Create master controller 'rig_ctrl'. Create Double Transform Create an additional dual controller. Create select set Allows you to create a Select Set for selected objects. Create Controllers Select Set Allows you to create a Select Set for all controllers (*_ctrl). Create Skin Joints Select Set Allows you to create a Select Set for all Skin Joints. Create RotateX Offset Node Create a node with an inverted Rotate X value for the selected bone. Sometimes necessary to create an IK Spline on mirrored bones. Face constraint Creates a locator anchored to the selected polygon. Add Rotating Space Allows you to create a switchable constraint between two or more objects. The Space attribute will be added. Select two or more objects, then Add Rotating Space.
RENAMEA tool for mass renaming of bones. Allows you to change the name, add a prefix and postfix to the hierarchy, or only for selected objects. Mark as Controller Add postfix "_ctrl". Unmark as Controller Deleting postfix "_ctrl". Mark as Left Adding the prefix "l_". Unmark as Left Delete the postfix "l_". Rename Duplicates Search and rename duplicate object names. Templates Here are the main presets for quickly renaming the body parts of the character. Only the prefix "l_" is used, since the skeleton for the right side of the character is usually mirrored on the left side.
SKIN JOINTSSmart Bind Skin The first press remembers the selected geometry (or all geometry if nothing is selected) and skin it to the bones marked as 'Skin Joints'. When pressed again without selection, it detach the geometry. The next time you press it, it will re-skin. Thus, you can quickly edit the position of the bones without wasting time on skinning. [youtube url="https://www.youtube.com/watch?v=6ME2NBZeegQ"] Bind skin Binds geometry to any transform node or hierarchy of nodes. Unbind skin Unbind the geometry. Add Influence Add extra bone to the skin cluster. Remove Influence Remove bone from skin cluster. Mark as Skin Joint Mark bone as 'Skin Joint'. Unmark as Skin Joint Remove the label 'Skin Joint'. Show Skin Joint Labels Show all Skin Joint Labels. Hide Skin Joint Labels Hide all Skin Joint Labels. Create skin helper Create an additional joint influence parented to the selected bone. Show skin helpers Show bones marked as Skin Helpers. Hide skin helpers Hide Skin marked as Skin Helpers.
INITIAL POSEThe Initial Pose nodes allow you to store the values of the Translate, Rotate and Scale attributes. Thus, you can return objects to their original position even if the initial values of the attributes are different from zero (for example, in bones). Save Initial Pose Save the initial position of the controller. Update All Initial Poses Delete all the initial positions and recreate them for all controllers in the scene. Delete Initial Pose Delete the initial position of the controller. Delete All Initial Pose Delete all the initial poses.
CHARACTER MENUReset Return the controller to its original position. IK / FK Seamless kinematics switching. To switch kinematics, highlight the IK Handle or the bones of the IK chain and press 'Switch IK / Fk'. Select Root Select master controller (rig_ctrl). Select all Select all controllers (* _ctrl) Create Character Menu Create a character menu. Allows you to access the character management functions when the HUD is on. This menu can be saved with a scene and used by animators that do not have the Rigger plug-in. Delete Character Menu Delete the menu.
SKIN HELPERS MENUCreate Skin Helper Creates a Skin Joint marked as '_skinHelper_'. Allows you to optimize character skinning without manually painting weights. Create Skin Helpers where no deformations are needed. They can be removed in the future with the 'Transfer Skin Helper Influences to Parents' command. Mirror Skin Helper Duplicates a Skin Helper. Mark as Skin Helper Adding the '_skinHelper' postfix. Unmark as Skin Helper Removing the postfix '_skinHelper_'. Show Skin Helpers Show joints marked as '_skinHelper_'. Hide Skin Helper Hide joints marked as '_skinHelper_'. Transfer Skin Helper Influences to Parents Disconnects Skin Helpers from the skinCluster, moving their influences to the ancestors. Skinning remains the same.
SELECT MENUSkin Joints Toggle Selecting of all bones marked as 'Skin Joint'. Skin Cluster Joints Allows you to select all the bones to which the selected geometry is skinned. Skin Helpers Toggle Select all objects marked as "_skinHelper". Tip joints Toggle Selection of the last bones in the chain (* _tip). Joints Toggle Selecting of all bones. Ik handles Select all Ik Handles. Ik Spline Handles Select all Ik Spline Handles. Polygon geometry Select all the geometry in the scene.
CLEANUP MENUCenter pivot Centering the center of rotation of an object. Center Pivot to World Moving the center of rotation of an object to the origin of world coordinates. Freeze transformations Zeroing the Translate, Rotate, and Scale attributes. Delete history Delete the history of the creation of the object. Delete Non-Deformer History Removing the history of creating an object, leaving the deformers. Delete Unused Nodes Removing nodes not used in the rig. Delete Unknown Nodes An unknown node may be created by a plug-in that is not supported on the operating system, or by a third-party plug-in that is not loaded in the scene. Find Joints with non Zero Rotations Finds bones in the scene whose rotation values are non-zero. Reset Viewport Settings Reset viewport settings to default.
SETTINGSRoot The name of the root object. Group Posfix Postfix for groups. Controller Postfix Postfix for controllers. Mark Controllers Automatically When creating FK, IK and IK Spline, automatically add postfixes to controllers and create initial poses.
Biped TemplateCreate Biped. Creating a ready-to-animate Biped Template. Finalise Combine body parts and update the initial poses. Click it every time when you adjust the position of the joints when rigging to use ‘Reset’ function properly.
Template SettingsIn the settings, you can change the detail of individual parts of the body. Using 'Create Bodyparts' menu, you can assemble a rig from different modules. Click 'Edit > Connect Bodyparts' to connect modules to each other.
Quadruped TemplateCreate Quadruped Creating a ready-to-animate Quadruped Template. Finalise Combine body parts and update the initial poses. Click it every time when you adjust the position of the joints when rigging to use ‘Reset’ function properly. In the settings, you can change the detail of individual parts of the body.