Interface

Name

Name the rig is the first step to build it. "Master Name" will set the name of the future rig.…

Name the rig is the first step to build it.

"Master Name" will set the name of the future rig. Name this is obligatory. 
The names of the future rig objects breaks down as follows :
(nom)_setup_(class)_(description)_(side)_(numbers)_(vers.)

Namely, special characters are not allowed in the "Master Name".

Mode

To simplify the placement of construction helpers, 3 modes of creation are available: "Biped", "Quad. I" et "Quad. II". 1. The…

To simplify the placement of construction helpers, 3 modes of creation are available: "Biped", "Quad. I" et "Quad. II". 
1. The "Biped" mode is more suited to create "biped" character rig. 
2. The "Quad. I" mode is more suited to create animals/creatures character rigs with front members of type arms (primates, rodents..).

3. The "Quad. II" mode is more suited to create animals/creatures character rigs without front members of type arms (horses, dogs..).

Doc 3Modes

Options

In this section, the user can set the desired number of members for the future rig . For the first…
Doc Options

Doc nbMembres

In this section, the user can set the desired number of members for the future rig . For the first generation , it is necessary to check " Master Control" to create a controller general to the rig. When you want to create just one member, for example, to complete a rig existing, it is not necessary to check this option.

Quadruped bones

To create quadrupeds rigs, it may be necessary to add bones to members to improve the rig. With "Add quadruped…
Doc Options Doc Quadruped

To create quadrupeds rigs, it may be necessary to add bones to members to improve the rig. With "Add quadruped bones" options you can add to the chain of bones right and left legs these additional bones.

Digits/Toes

In this section of the auto-rig, the user can set the number of fingers to the hand and to the…
Doc digits Doc DigitsExemple

In this section of the auto-rig, the user can set the number of fingers to the hand and to the feet and the number of bones desired for each finger chain.

Create Base Helpers

The creation of the "Helpers Base" is the first and essential step in the creation of the rig. It generates…
Doc BaseHelpers

The creation of the "Helpers Base" is the first and essential step in the creation of the rig. It generates a first draft of the future rig with helpers. The helpers, once positioned on the joints of your character, will allow the system to generate future rig. Two display modes are available "Sphere Mode" and "Helpers Mode", the two modes are interconnected and do not change the final result, only how to place helpers differs.

The mode choice is according to your preference. A legend helps to know how to place helpers basis of marks depending on the mode (see image above).

Tips:
Good positioning of helpers is vital to get the best rig adapted to your character. A legend in the scene explains how to set up the helpers/spheres of "Base Helpers".

For starters, it is advisable to adjust the overall size of the "Base helpers" with the general controller nammed "XXXX_setup_Ctrl_MasterControl_G." Then each member of "Base helpers" has one helper/sphere master, spotted by their green color, to place in second time. Then, the red, blue and yellow helpers/spheres let completely adjust the rest of "Base helpers".

Namely:
The big helper of the spine nammed "Ini_Taille_pointChest_1SV" to define the future bones that will not affect by the optional squash of spine.

Doc legende

Bones options

In this part, you will be able to set the number of bones for each member. A high number of…
Doc Bones options

In this part, you will be able to set the number of bones for each member. A high number of bones improves the rendering of twists and cartoons options (curves and stretch) but will more complicated to skin and will use more ressources.

The reverses options should be checked when the joints move in the opposite direction relative to the direction of the common human joints, eg to rig a flamingo. The reverse option will prevent the bones flip when finalizing the rig.

Create a preview rig

During the work of placement of the base helpers, the "create preview rig" button gives you the opportunity to see…
Doc previewRig

During the work of placement of the base helpers, the "create preview rig" button gives you the opportunity to see a quick preview of the future rig. This step is required before finalizing the rig.

Symmetry

To facilitate the creation of the "base helpers", the auto-rig has options of symmetry. To make a symmetry of a…
Doc previewRig

To facilitate the creation of the "base helpers", the auto-rig has options of symmetry. To make a symmetry of a member, open the symmetry module, select a helper/sphere of member as you want symmetrized and make the symmetry in the direction as you want with the appropriate buttons.

Doc Symmetry

Save/Open rig

Use the Save and Open button to save a base helpers or load a base helpers. It is highly recommended…
Doc previewRig

Use the Save and Open button to save a base helpers or load a base helpers. It is highly recommended to save the base helpers before finalizing a rig, it will quickly regenerate the rig when needed .

Namely, the creation of a rig can be paused and resumed at any time. Simply, save the current scene in the state then restart the scene and the script to resume yout work. The auto-rig will automatically resume to the state of the backup to finish the rig.

Rig options

The rig options allows to add or to delete some functions to rig:.FK/IK Solver : This future option will add to…
Doc RigOptions

The rig options allows to add or to delete some functions to rig:.

FK/IK Solver : This future option will add to a rig an undifferentiated IK and FK system. 

Controllers FK/IK: in "Instance" mode, the IK/FK control parameters will be added on each animation controller with the advantage of being more faster attainable. In "No body" mode the parameters will be placed only on masters of the member and allows to not mix the animation keys and key IK / FK transitions.

FK Spines: add a FK animation system to the spine. 

Doc InterBones

Inter. bones: Intermediate bones can improve skinning in the joints and avoid the use of a maximum skin that quickly morph increasing red scene (see the image below).

Doc FKSpline

Finalize

The finalization is the last step in the creation of the rig. The auto-rig will generated the rig depending on…
Doc finalize

The finalization is the last step in the creation of the rig. The auto-rig will generated the rig depending on the placement of base helpers previously defined. Once the rig finalized it is no longer possible to change the rig without regenerating a new base of helpers.


Doc LockShapes

At the end of the finalization, it's possible to lock all the animation controller shapes to avoid to add useless animation keys on them and to slow down the scene.

Delete rig

"Delete rig" to remove a rig easily. With this method, however, it is important to enter the name of the…
Doc finalize

"Delete rig" to remove a rig easily. With this method, however, it is important to enter the name of the rig in the edit text "Master Name".