3d:rigging

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3d:rigging [2025/04/08 18:07] – [Generating the rig] mh3d:rigging [2025/04/14 22:09] (current) – [Weight Painting] mh
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 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 **''RIGHT CLICK'' > Symmetrize**. Once that is done, select the entire armature and **''RIGHT CLICK'' > Symmetrize**.
  
 +----
 +
 +=== 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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 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 **''ALT'' + ''LEFT CLICK''** the different bones to see their influence. It's possible in weight paint mode to select a bone and rotate it to visualize the influence it has on the mesh.+This way you can **''CTRL'' + ''SHIFT'' + ''LEFT CLICK''** (or **''ALT'' + ''LEFT CLICK''**the different bones to see their influence. It's possible in weight paint mode to select a bone and rotate it to visualize the influence it has on the mesh.
  
 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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 In the **Item** properties the **Rig Layers** can be arranged to enable/disable visibility of parts of the rigify rig for more clarity in the Viewport display. In the **Item** properties the **Rig Layers** can be arranged to enable/disable visibility of parts of the rigify rig for more clarity in the Viewport display.
 +
 +----
 +
 +=== Finger controllers ===
 +
 +The finger controllers can be **''S''** to scale and this will curl the fingers inwards to close the hands.
 +
 +It's good practice to check that the curl doesn't twist and correct if necessary.
 +
 +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.
  • 3d/rigging.1744128441.txt.gz
  • Last modified: 2025/04/08 18:07
  • by mh