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Rigging Tool:
The Rigging Tool was developed to standardize character rigs and provide quick iteration while developing and refining characters.
Layout Skin Mesh Settings:
- Button "Mark all Joints as "Keep"” will flag the joints as “keep” for use in Havok exporting.
- Button "Toggle LRA skinMesh" will toggle the Local Rotate Axis for joints on the referenced skin mesh skeleton.
- Button "Assign Labels to Skin Mesh Skeleton" will assign retargeting labels to the skin mesh skeleton, for use in animation retargeting.
- Button "Onion On for Sel Geo" will assign an onion skin attribute to the selected geometry, and givei t a value of 1.
- Button "Onion Off for Sel Geo" will assign an onion skin attribute to the selected geometry, and givei t a value of 0.
Layout Weapon:
- Button "Add "constrainTo" attribute to weapon" will add an attribute to the weapon that tells it what joint to constrain to on the character.
- TexField "constrain to" is used to define the L or R “_weapon_jntcntrl” that the weapon will be constrained to on the character.
Layout Rig Creation:
- Button "Toggle LRA rig" will toggle the Local Rotate Axis for joints on the rig skeleton.
- TextField "1. Namespace" will create the rig in the namespace entered.
- Button "Reference" will create a reference out of the skinMesh joints, in preparation for constraining it to the rig skeleton.
- Button "2. Create Rig Joints" will create rig joints on top of the referenced skin mesh joints, and orient them correctly.
- Button "3. Reorient Added Joints after Repositioning" allows the user to reorient joints after repositioning them.
- Button "4. Create Constraints and Utility Nodes" will constrain the skinMesh to the rig joints, and create a utility node that sets a 50% forearm rotation of the wrist.
- Button "5. Create Torso Controls" will create the iconic torso control for selecting all spine joints.
- OptionMenu "6. Create IK Legs Type" allows the creation of 3 different leg rigs – human, animal, and insect.
- OptionMenu "7. Create IK Arms Type" allows the creation of different arm rigs - human, wing, tentacle, etc.
- Button "8. Create Layers, Locks, and Retarget Labels" will finalize the rig setup by assigning meshes to layers, locking nodes, and setting retarget labels.
Layout UI Creation:
- Button "Create Character UI" will create the character UI and save it in the character's folder, for use with the "Determine Character" scriptJob.
Config Creation:
- Button "9. What Perforce Version will this be?" will store the Perforce version in an attribute on the rig.
- Button "10. Create Resets/Config File" will create a text file recording the bindPose and initial controller positions.
- Button "Create Advanced Legs UI (Human Type) will create a reverse leg setup with additional controls.