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3d:rigging [2025/04/08 13:48] – [Generating the rig] mh | 3d:rigging [2025/06/02 21:23] (current) – external edit 127.0.0.1 | ||
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It's best to **Apply scale** before parenting a mesh to an armature. | It's best to **Apply scale** before parenting a mesh to an armature. | ||
- | Keeping a slight bend on arms and legs can help a lot in the rigging process. | + | Keeping a slight bend on arms and legs can help in the rigging process. |
- | + | ||
- | ==== Attaching Bones ==== | + | |
Bones can be made to display on top of meshes in **Data > Viewport Display >> In Front**. | Bones can be made to display on top of meshes in **Data > Viewport Display >> In Front**. | ||
+ | |||
+ | ==== Attaching Bones ==== | ||
Meshes are attached to the bones following the same parenting process **'' | Meshes are attached to the bones following the same parenting process **'' | ||
+ | |||
+ | Select the mesh first, then the armature and the parenting drop down menu will propose different options for Weighting. | ||
Bones attach to the mesh's vertices (Vertex Groups), so take care the mesh has enough topology to follow the bones movements and rotations. | Bones attach to the mesh's vertices (Vertex Groups), so take care the mesh has enough topology to follow the bones movements and rotations. | ||
+ | ---- | ||
=== Bone Roll === | === Bone Roll === | ||
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Often the Z will be facing forward (but not always) and most of the time the X will stay parallel to the global X. | Often the Z will be facing forward (but not always) and most of the time the X will stay parallel to the global X. | ||
+ | |||
+ | ---- | ||
=== Root bone === | === Root bone === | ||
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In terms of parenting, the hip controller should be parented to the root bone as well as any IK target, and the IK pole should be parented to the IK target to keep it always in front of the IK rig part. | In terms of parenting, the hip controller should be parented to the root bone as well as any IK target, and the IK pole should be parented to the IK target to keep it always in front of the IK rig part. | ||
+ | ---- | ||
=== Deform before Symmetrize === | === Deform before Symmetrize === | ||
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Once that is done, select the entire armature and **'' | Once that is done, select the entire armature and **'' | ||
+ | ---- | ||
+ | |||
+ | === Bone Types === | ||
+ | |||
+ | In Edit and Pose modes, under **Data > Viewport Display** you can select different types of bones with the **Display As** option. | ||
+ | |||
+ | When selecting **B-Bones** for **Bendy Bones** an additional option menu will appear in the **Bone** tab where you can add segments as well as other options. | ||
+ | |||
+ | This is the only Bone type that has this segment property. | ||
+ | |||
+ | ---- | ||
=== Tips === | === Tips === | ||
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The naming convention '' | The naming convention '' | ||
- | To rig a basic humanoid, it's useful to have it in a T shape pose facing forward. | + | When rigging |
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When going into weight paint mode, select the entire armature first, then the mesh, then go into weight paint mode. If you only select the mesh it will only display the weight paint of the last selected bone. | When going into weight paint mode, select the entire armature first, then the mesh, then go into weight paint mode. If you only select the mesh it will only display the weight paint of the last selected bone. | ||
- | This way you can **'' | + | This way you can **'' |
The **color gradient indicates each selected bone's influence** on the mesh : red for 100% attachment to vertices and blue for 0%. | The **color gradient indicates each selected bone's influence** on the mesh : red for 100% attachment to vertices and blue for 0%. | ||
When weight painting do not confuse the **Weight** property (ink color) to the **Strength** property (ink flow) | When weight painting do not confuse the **Weight** property (ink color) to the **Strength** property (ink flow) | ||
+ | |||
+ | ---- | ||
=== Auto-Normalized === | === Auto-Normalized === | ||
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This will effectively remove the influence of other bones when painting up to 1 on a mesh for a given bone. | This will effectively remove the influence of other bones when painting up to 1 on a mesh for a given bone. | ||
+ | |||
+ | ---- | ||
=== Brushes === | === Brushes === | ||
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{| class=" | {| class=" | ||
- | |rowspan=" | + | |rowspan=" |
|style=" | |style=" | ||
|- | |- | ||
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|- | |- | ||
|style=" | |style=" | ||
- | |- | ||
- | |style=" | ||
|} | |} | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === Rigify Color Code === | ||
+ | |||
+ | ***Red** indicates **Inverse Kinematics (IK)**. | ||
+ | |||
+ | ***Green** indicates **Forward Kinematics (FK)** and when those are selected, the **Rig Main Properties** option //(see below)// proposes a slider to move the mesh from the IK rig (full 0.0) to the FK rig (full 1.1). | ||
+ | |||
+ | ***Blue** indicates **Tweak** bones that allow a little bit of deformation on the mesh that can be useful in certain poses. | ||
+ | |||
+ | ***Yellow** indicates the **Torso** parts and when moving those, the entire body will follow. FK body parts will follow along the movement but IK body parts will remain in their IK controller position. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === Item properties === | ||
When selecting a bone from a Rigify rig, additional options are available under **Item > Rig Main Properties** in the Viewport display. | When selecting a bone from a Rigify rig, additional options are available under **Item > Rig Main Properties** in the Viewport display. | ||
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For example, when moving an IK part of the rig far away from the model, it stretches, and this stretch can be controlled in these properties. | For example, when moving an IK part of the rig far away from the model, it stretches, and this stretch can be controlled in these properties. | ||
+ | This property can be animated to select FK or IK according to which one is more advantageous for the required pose. | ||
+ | |||
+ | In the **Item** properties the **Rig Layers** can be arranged to enable/ | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === Finger controllers === | ||
+ | |||
+ | The finger controllers can be **'' | ||
+ | |||
+ | It's good practice to check that the curl doesn' | ||
+ | |||
+ | Correcting twists in fingers can involve editing the mesh slightly if it seems to be slightly rotated the wrong way. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === Rig re-generation === | ||
+ | |||
+ | When re-generating the rig, the new one replaces the old one. The parenting is kept but so are the weights from the previous parenting. | ||
+ | |||
+ | If bones were moved, it's best to re-parent the new rig to the mesh with automatic weights to re-generate them. | ||
+ | |||
+ | Make sure the rig works perfectly well before going into weight modification. | ||
+ | |||
+ | ---- | ||
+ | |||
+ | === Weight Painting Rigify === | ||
+ | |||
+ | The generated rig creates a set of deform bones which are hidden by default but reference the **DEF-xxx** vertex groups automatically created on the mesh. | ||
+ | |||
+ | These deform bones can be toggled visible by going to the **Data > Bone Collection** section under the name **DEF** | ||
+ | |||
+ | Then select rig then mesh and go into weight paint mode. |