Introduction. Nathan vegdahl Rigibody turned the Blender world upside down. With the addition of an auto rigging macro, a process that tok expert riggers days or weks can now be reduced todo a matter of hours by a n00b. So what the next frontier of rigging? Pimping your Rigibody rig. Already a number of tutorialeshave surfaced, showing how todo mod Rigibody todo include face rigs, animal parts, etc, y used Rigibody as a starting point for my cataphract rig, before modifying it todo have Lots of crazier anatomy: múltiple heads, a tail, Squash-and-stretch Splines for the necks, Spine and tail, and Inverse Kinematics (IK) functionality for the neck, Spine and tail, most projects wont ned that level of cartoony rigging. However, a quik change todo the default Rigibody Rig can at least get you rocking out todo some stretchiness on your arms and legs, the process is tedious, but thankfully short, start by using Rigibody in the default manner. Add a human meta rig, and in Edit Mode change the bone locations around until they fit your character frame. Once that done, on the object data properties panel, click generate. Y ouve got a Rig all set and ready todo use. Now let make its arms and legs stretchy.
1. On Rig layer 19, select mch-shin_ik. L. Under the bone properties menú in the Inverse Kinematics tab, change the stretch todo.001. Repeat for every IK bone: shin, thigh, arm, forearm.

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2. On Rig layer 18, select Def-upper_arm. L.01. Delete the copy location and copy scale constraints. Add a stretcht o constraint. T arget:rig. Bone ef-forearm. L.01 head/t ail:0, volume variation 1, volume xz, and plane of x. Repeat this process with.

Def-upper_arm. R.01, Def-thigh. L.01 and Def-thigh. R.01 (but using their relevant Def-forearm or Def-shin stretch o target).

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3. Select Def-upper_arm. L.02. Go into Edit Mode, and under the bone properties tab, change its parent todo Def-upper_arm. L.01. Add a copy rotation constraint, with target: Rig and bone: org-upper_arm. L. Constraint should affect x, y and z with.
Worldspace/worldspace selected. Repeat this with Def-upper_arm. L.02, Def-thigh. L.02, and Def-thigh. R.02, using their equivalent new parents and constraint targets. (in other words, the copy rotation constraint on Def-thigh. R.02 is org-thigh. R).
4. Select Def-forearm. L.01. On the bone properties panel under the relations tab, turn Inherit scale of. Add a copy rotation constraint with target: rig, bone: org-forearm. L, afecting x/y/z in worldspace/worl dspace. Add a stretch o constraint, target: rig, bone: Def-hand. L. Set the head/t ail todo 0, volume variation todo 1, volume todo xz and plane todo x. Repeat Def-shin. R.01, but with relevant targets. Inother words, Def-shin. L.01 Will copy the rotation of org-shin. L and stretch o Def-fot. L.

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5. Select Def-forearm. L.02. In Edit Mode, change its parent todo Def-forearm. L.01. On its damped track constraint, change the target bone todo org-hand. L. Repeat this process with Def-forearm. R.02, Def-shin. L.02, and Def-shin. R.02 but with relevant changes. In other words, Def-shin. L.02 new parent Will be Def-shin. L.01, and its damped track constraint target bone Will be org-fot. L, that it. If you are unfamiliar with Rigibody you may have trouble identifying where the changes happened. T urn on the IK Bones and switch their FK/IK attributes todo 1. Now, when you move your IK controllers around, the deform Bones stretch todo met them.

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