Creación de «meta-rigs»#

  1. Agregar un hueso desde el menú Agregar ‣ Esqueleto.

  2. Ir al modo Edición del esqueleto y construir el meta-rig usando las muestras disponibles o los tipos de Rigify.

  3. Definir la interfaz de la colección de huesos de Rigify, los conjuntos de colores y conjuntos de selección.

  4. En las propiedades del esqueleto hacer clic en el botón Generate Rig para generar el sistema de control.

Cómo funciona Rigify#

Los «meta-rigs» de Rigify están divididos en múltiples «sub-rigs»

Un «meta-rig» es un conjunto de cadenas de huesos. Una cadena de huesos estará identificada por el atributo Conectado. Las cadenas de huesos podrán estar también conectadas mediante el uso de jerarquías, sin usar el atributo Conectado (esto es, usando la opción Mantener desplazamiento mientras se crea la jerarquía usando Asignar superior).

Se establecerá un atributo personalizado en el primer hueso de la cadena del «sub-rig»

Cada primer hueso de una cadena de huesos tendrá un atributo personalizado, que será una propiedad personalizada de Rigify para identificar el tipo de «sub-rig». En el momento en que se genere el sistema de control. Rigify determinará qué controles y huesos de deformación serán creados, procesando el «meta-rig» desde el primer hueso hasta el último de cada cadena.

../../../_images/addons_rigging_rigify_metarigs_split-samples.png

Meta-rig humano dividido en sus muestras.#

Nuevos meta-rigs son creados ensamblando muestras de sub-rigs

Puesto que un «meta-rig» es sólo una colección de sub-rigs, será posible crear nuevos meta-rigs ensamblando sub-rigs de formas distintas. De esta manera, se podrá crear un número infinito de meta-rigs a partir de los mismos bloques.

../../../_images/addons_rigging_rigify_metarigs_built-samples.png

Meta-rig de gato construido a partir de muestras.#

Todos los mecanismos, huesos de deformación y formas de control serán creados con un solo clic

Un «meta-rig» contiene más información que los huesos que se visualizan. En efecto, en el momento de la generación Rigify identificará cada tipo de «sub-rig» y, dependiendo de las opciones seleccionadas, creará todos los controles, interruptores y huesos de deformación con un simple clic.

Creación de un nuevo meta-rig#

Agregar un nuevo objeto de tipo Esqueleto#

Referencia

Modo:

Modo Objeto

Menú:

Agregar ‣ Esqueleto ‣ Hueso individual

Atajo:

Mayús-A

Para crear un meta-rig desde cero se necesitará un objeto de tipo Esqueleto con el cual trabajar. Bastará con agregar un hueso individual desde el menú Agregar.

Truco

En esta fase es una buena idea dar un nombre al nuevo esqueleto recién creado, lo llamaremos metarig. Esto podrá ser hecho en cualquier momento (o no hacerlo nunca) pero se sugiere hacerlo antes de continuar, para que quede siempre claro en qué esqueleto se deberá trabajar cuando se esté editando la estructura del meta-rig.

Edición del esqueleto#

Ahora que ya hay un esqueleto con el cual trabajar – y con el mismo seleccionado – ingresar al modo Edición. La construcción de un meta-rig desde cero en modo Edición puede ser hecha de dos maneras:

  1. Adición de muestras de sistemas de control.

  2. Creación de cadenas de huesos.

Adición de muestras (básico)#

Agregar muestras predefinidas en el modo Edición es una buena forma de comenzar a construir un meta-rig. De esta forma se podrá ganar familiaridad con los bloques de construcción disponibles y con cómo se supone que éstos deberían ser usados. Para agregar un sistema de control de muestra:

  1. Ir a la pestaña Esqueleto.

  2. Deslizarse hacia abajo hasta el panel Rigify.

  3. Seleccionar una muestra de la lista.

  4. Hacer clic en el botón Add sample.

  5. Editar las posiciones de los huesos para que coincidan con el personaje.

Para obtener la lista de muestras disponibles, ver la sección Tipos de sistemas de control.

Uso de tipos de sistemas de control (avanzado)#

../../../_images/addons_rigging_rigify_metarigs_rigify-type-panel.png

For full control, you can use the Rigify Type panel of bone properties in Pose Mode to assign any Rigify sub-rig type to any bone, as well as change its options.

Para la lista de tipos de sub-rigs disponibles, ver la página Rig Types.

At the top of the panel you can find a field specifying the rig type for the active bone. The drop-down list can be optionally filtered by the Feature Set it belongs to.

Below that you can change options relevant to the selected rig type, if it has any.

Referencias de colecciones de huesos#

Some rig types that generate many control bones have options that reference Bone Collections. These reference lists have a standard UI with the following features:

  • A checkbox controlling whether the reference should be used.

  • A button to copy the reference list contents from the active to all selected bones.

  • A plus button to add a new reference to the list.

  • A list of references, each entry with a field to specify the target collection, and a button to remove the entry from the list.

Nota

Cada sub rig tendrá como entrada un número requerido de huesos. Cuando no se esté seguro de cómo usar las propiedades de los tipos de sistemas de contol, agregar una muestra de sistema de control al esqueleto, para ver cómo se supone que tiene que ser usado.

Preserved Bone Properties#

Certain properties of the metarig bones are often copied to the generated rig control, deform and mechanism bones.

The exact set depends on the sub-rig and the specific generated bone, and the sub-rig may override some properties even when it preserves others from the same subset, but there are certain common patterns:

Parenting Settings

This subset consists of the parent ORG bone, Use Connect, Use Inherit Rotation, Use Local Location, and Inherit Scale.

It is usually copied to deform bones, FK controls, and in other cases where the sub-rig doesn’t have a reason to completely override them.

Bendy Bone Settings (Edit Mode)

Consist of the segment count, Vertex Mapping Mode, Ease In/Out, Roll In/Out, Curve In/Out and Scale In/Out.

The segment count is often overridden via a sub-rig option, but other settings are usually copied to deform bones as is.

Transformation Settings

Consist of the rotation mode, pose mode rotation values, and channel locks.

These settings are usually copied to FK controls.

Propiedades personalizadas

Usually copied to one of the controls generated based on the metarig bone (mainly FK). Intra-armature drivers that access the property are retargeted to the copied instance.

Control personalizado

Usually copied to one of the controls generated based on the metarig bone (mainly FK), and suppresses automatic generation of a widget for the bone if specified.

Custom Root Bone#

If the meta-rig contains a bone called root, it is used as the root control bone instead of creating a new one. This allows changing the rest position of the root bone, assigning a custom widget, or adding custom properties to the bone.

The custom root bone must have no parent, and use the basic.raw_copy sub-rig type or none.

Conjuntos de colores#

../../../_images/addons_rigging_rigify_metarigs_color-sets-panel.png

The Color Sets panel is used to define the bone color scheme for the final rig. The colors from the list can be associated with bone collections from the relevant panel.

The top two rows of the Color Sets panel are used to define the general behavior of the bone colors. Usually color themes use a gradient of colors to define the different bone states: default, selected and active. When multiple color themes are used in the same rig, identifying which bone is selected or active can be tricky since each color will have its corresponding state.

To override this behavior Rigify unifies the active and selected states using the same color. This is defined by two values:

Colores seleccionados/activo unificados

Cuando esta opción esté activa, al agregar un grupo de huesos en la lista siempre se mantendrá el color consistente. Cuando un esquema de colores sea agregado a partir de un tema, el esquema de colores se cargará como esté. Hacer clic en el botón Aplicar para forzar a que el sistema a unifique los colores de los seleccionados y el activo.

Colores seleccionados/activo

Estos dos campos de colores definirán respectivamente los colores de los Seleccionados y el Activo. De forma predefinida, Rigify leerá estos colores a partir del tema definido por el usuario en las Preferencias de Blender. De esta forma, los colores de Seleccionado/Activo siempre podrán tener un comportamiento predecible y consistente en la interfaz. Los colores podrán ser personalizados haciendo clic en el campo de color correspondiente. Para restablecerlos al valor del tema actual de Blender, bastará con hacer clic en el botón con el ícono de actualización.

Los Conjuntos de colores pueden ser agregados y borrados haciendo clic en los botones + o -. Todos los conjuntos de colores pueden ser borrados al mismo tiempo haciendo clic en el menú Especiales.

To add the colors from the predefined Rigify default color scheme (as shown in the image) to the list click the Add Standard button.

Para agregar un tema específico con su propio esquema de colores, seleccionarlo en la lista y hacer clic en el botón Add From Theme.

Interfaz de colecciones de huesos#

../../../_images/addons_rigging_rigify_metarigs_bone-collections-panel.png

Bone Collections are used to group related bones together so that they can be hidden or revealed together.

Rigify can take advantage of collections to generate extra features and the user interface for the final rig. A panel named Rig Layers is generated with buttons for hiding the collections, arranged in an intuitive layout.

The Bone Collections UI panel allows configuring the layout of that generated panel, as well as specifying some other settings for bone collections, such as the color set to use.

The top of the panel is occupied by a list that duplicates the main bone collection list, but displays additional properties, such as the color set, whether the collection has a button, or whether it generates a selection set.

Validate Collection References

Some sub-rig types have references to bone collections in their properties. Rigify uses a referencing scheme that is robust to collection renames, but deleting collections or joining armatures can still lead to broken references.

This button runs a scan that validates and normalizes all collection references, reporting any errors, and reducing the chance of breakage being caused by subsequent user actions.

This scan is also performed automatically every time the rig is generated.

Advertencia

To avoid breakage this operation should be used both immediately before and after joining two metarig armatures. More specifically, it must be always done between the actions of renaming any collections and joining.

Conjunto de colores

Specifies the color set to use for bones in this collection. If a bone belongs to multiple collections, in general the collection located earlier in the list has priority.

Add Selection Set

Specifies whether a selection set should be generated for this collection.

Interfaz: Fila

If nonzero, specifies which row of the Rig Layers panel should contain the button controlling the visibility of this collection. When zero, no button is generated, and the collection is hidden.

Interfaz: Título

This field can be used to override the title used on the UI button to be distinct from the true collection name. Unlike collection names, titles are not required to be unique, so this can be used to reduce clutter by relying on contextual cues within the panel.

Interfaz: Sub panel Organización#

../../../_images/addons_rigging_rigify_metarigs_bone-collections-layout-panel.png

The UI Layout sub-panel provides a WYSIWYG editor for the layout of the generated UI panel (as defined by the UI Row and UI Title settings above).

Each row contains three buttons at the end:

Flecha

Moves the active collection button to this row.

Plus

Inserts a new row before the current one.

Minus

Removes the current row and shifts all buttons up.

To the left of the editing control buttons, rows display buttons corresponding to the collections, same as the final UI, except that rather than hiding or unhiding, clicking these buttons selects the collection.

For the active collection the selection button is replaced with an input field for editing the UI Title, and an X button to unassign the collection from the UI.

For any collections not assigned to the UI, their select buttons are displayed in a separate section at the bottom of the sub-panel.

The Root collection will be added and/or assigned a UI button automatically if necessary when the rig is generated. If desired, it is possible to manually assign UI buttons to the internal ORG, DEF and MCH collections.

Truco

Blank rows appear much thinner in the final interface, since they don’t have to contain editing buttons, and can be used as logical separators.

Acciones#

../../../_images/addons_rigging_rigify_metarigs_actions-list-panel.png

The Action constraint allows applying poses defined by an action to bones based on the transformation of another bone. This requires adding the constraint to every bone affected by the action, which is very tedious. For this reason, Rigify includes a system to do this automatically through the Actions panel.

The panel defines a list of actions to be applied to the generated rig bones. Each action must be listed only once.

The list entries show the name of the action, the trigger (a bone or a corrective action driven by two others), and a checkbox that can be used to temporarily disable applying this action to the rig. The icon at the start of the entry is changed from an action icon to a link icon to highlight corrective actions that depend on the active normal one, or normal actions used by the active corrective action.

Nota

The Action constraints are added to the bones in such an order as to exactly reproduce the intended deformation, assuming the actions were created (posed and keyframed) in the order listed.

Acciones normales#

../../../_images/addons_rigging_rigify_metarigs_actions-normal-panel.png

Normal actions are applied based on the transformation of a specific control bone from the generated rig. They have the following properties:

Control Bone

Specifies the bone that drives the action.

Symmetrical

If the control bone has a suffix that specifies that it belongs to the left or right side, this option can be enabled to automatically apply symmetry.

When enabled, left-side bones keyframed in the action will be controlled by the left-side control, and right-side bones by the right side control. Bones that don’t have a a side suffix are assumed to belong to the center of the character. They are rigged with two Action constraints with influence 0.5 that are controlled by each of the control bones.

Frame Start & End

Specifies the frame range of the action that will be used by the created constraints.

Target Space, Transform Channel

Specifies the coordinate space and transformation channel of the target bone that should be used.

Mín, Máx

Specifies the range of the transformation channel values that is mapped to the specified action frame range.

Fotograma predefinido

Shows the frame within the action that maps to the neutral value (1 for scale and 0 otherwise) of the transformation channel, as computed from the specified range values.

Acciones correctivas#

../../../_images/addons_rigging_rigify_metarigs_actions-corrective-panel.png

Corrective actions are applied based on the progress of two other actions from the list, and are used to improve the pose when they are used together.

Frame Start & End

Specifies the frame range of the action that will be used by the created constraints.

Trigger A & B

Specifies the two actions that control the correction. The interface rows contain buttons to show the settings for that action, or jump to it in the list.

The progress of the corrective action from the start to the end frame is calculated as the product of the progress values of the two trigger actions. Thus, the start frame is applied when either of the triggers is at the start frame, and the end frame is used when both are at their end frame.

Corrective actions must be below their triggers in the list, which is enforced via an implicit reorder even if violated.

Truco

Corrective actions behave in the most intuitive way when both triggers have the Default Frame equal to Start Frame. To create a corrective action in such case:

  • Create the two trigger actions, add them to the panel and generate the rig.

  • Pose your controls so that both trigger actions are fully activated to the end frame.

  • Pose and keyframe the necessary corrections in the end frame of the new action, while keying the start frame to the neutral values.

  • Add the newly created action to the end of the list in the panel and configure its settings.