Getting Started

Create a biped rig

1. nammed the rig future. 2. choose the mode of creation "biped" 3. select the members usefull for the future rig…

Doc Options

1. nammed the rig future.

Doc MenuPerso

2. choose the mode of creation "biped"

3. select the members usefull for the future rig and these numbers. For a standard character, we keep the standard parameters.

4. define the number of digits for the hands and the foots.

5. generate the "Base Helpers", which is a set of marks to guide the auto-rig to build the future rig.

Doc legende
Move the marks of the "Base Helpers" in function of the joints of your character. Two modes to define the marks position : Spheres and Helpers. A legend is display in the viewport to explain how to move the marks.

Doc HelpersPiedNum

Doc skin

The position of the 4 marks of the foot (see above) will define the position of pivots of rotation of the IK foots.

To easier skinning and get best result, I recommend to position the bones between the center and the exterior of the mesh of the joints (see example next to).

6. define the numbers of bones by members. Big values of number of bones increase the precision of twists and curves but speed down the final rig. 4 bones is a good compromise for a standard character.

7. Make a symmetry of your members, look a preview of your future rig and modify it if necessary before the finalisation.

8. define the options as you want.

9. finalize the rig. Enjoy!

Doc 3etapes

Create a quadruped rig

1. nammed the future rig. 2. choose the creation mode "Quad. II" corresponding to the quadrupeds with 4 members of…

Doc Cheval

Doc MenuQuad2

1. nammed the future rig.

2. choose the creation mode "Quad. II" corresponding to the quadrupeds with 4 members of type legs.

3. The mode "Quad. II" preselected the members necessary to build a standard quadruped (horses, dogs...). Of course, you can then modify the members as you want.

4. define tje number of digits as you want.

5. generate the "Base Helpers", which is a set of marks to guide the auto-rig to build the future rig.

Doc legende
Move the marks of the "Base Helpers" in function of the joints of your character. Two modes to define the marks position : Spheres and Helpers. A legend is display in the viewport to explain how to move the marks.

 Doc HelpersQuadPiedNum

Doc skin

The position of the 4 marks of the foot (see above) will define the position of pivots of rotation of the IK foots.

To easier skinning and get best result, I recommend to position the bones between the center and the exterior of the mesh of the joints (see example next to).

6. define the numbers of bones by members. Big values of number of bones increase the precision of twists and curves but speed down the final rig. 4 bones is a good compromise for a standard character.

7. Make a symmetry of your members, look a preview of your future rig and modify it if necessary before the finalisation.

8. define the options of rigging as you want.

9. finalize the rig. Enjoy!

Doc 3etapesQuad2