基础用法

高级 姿势控制 生成

  1. 添加 ‣ 骨架 菜单中添加一个元框架结构。

  2. 编辑骨骼位置以匹配字符几何形状。

  3. 在骨架属性中,单击 生成 按钮以生成装配器。

添加预定义的元装配器

参考

模式

物体模式

菜单

添加 ‣ 骨架

快捷键

Shift-A

Rigify将生成复杂的装配器控制和机制所需的所有信息存储在称为"元装配器"的更简单的骨架中。

The precompiled meta-rigs can be found in the Add menu. Currently available meta-rig types are:

  • Basic Human

  • 基础

  • 人形

  • 鲨鱼

编辑骨骼位置

为了正确匹配您的角色,必须将元钻骨移动到正确的位置。这可以通过两种不同的方式实现:姿势模式或编辑模式。

Note

Rigify assumes that 1 unit corresponds to 1 meter. So a human is about 2 units tall. If your character is in a different scale and you are more familiar with modeling rather than rigging, it is suggested to scale it to Rigify dimensions before positioning the meta-rig bones. f you want to scale the character's geometry, we suggest you to first scale up the character in Object Mode, then apply the geometry scale with the Apply Scale tool.

装配人体对齐提示

  • 四肢:在前视图中尽量保持双腿伸直(在可预测的情况下,人工装配效果更好)。给膝盖和肘部一个轻微的弯曲角度( Rigify需要知道您的膝盖/肘部指向哪里)。

  • 躯干:在正面视图中尽可能保持脊柱笔直(在可预测的情况下,人工装饰效果更好)。脊柱的最后一块骨头是头部。默认情况下,接下来的两个骨骼(从上到下)被认为是颈部骨骼。建议在编辑时尽可能保持颈部骨骼对齐。

  • 脸部。如果你不是骨骼编辑的专家,定位脸部骨骼可能很棘手,如果你打算通过形状键制作面部动画,它们几乎没有用。如果不是真的需要,可以考虑从你的角色中删除脸部特征。如果你不需要脸部,所有的脸部骨骼都可以被删除。所有的脸部骨骼默认都在第一个衔接层上。你可以通过只显示骨架层1,选择它的所有内容,然后在编辑模式下删除骨头来正确删除脸部。

    如果要一次缩放所有面部骨骼,请考虑在姿势模式下缩放面部主骨骼(参见姿势模式匹配方法)。面部主骨放置在头骨的相同位置。要轻松选择它,请隐藏所有其他骨骼层。

    有关更多提示,请参阅 定位指南

编辑模式和姿态模式

进入meta-rig姿势模式。以正确的位置旋转、缩放和平移骨骼。当骨骼处于正确的位置(始终保持在姿势模式)时,请使用 应用‣姿势作为休息姿势

Note

连接的骨骼无法在姿势模式下平移。您可以缩放父骨骼以匹配一般长度,然后细化子骨骼缩放。有关骨架模式的更多详细信息,请参阅 骨架部分

高级模式

在进入骨骼编辑模式之前,建议进行一些基本的骨架显示设置。

选择元装配器后,转到 "属性" ,然后单击 "对象" 选项卡。向下滚动到显示面板并启用X射线,然后在 最大绘制类型 选择器下选择 电线 。这样,骨骼将始终在几何体顶部的线框中绘制。

然后,始终在属性中单击衔接选项卡,并在显示屏下选中 复选框。这样,在编辑过程中将显示骨骼旋转轴。

有关骨架显示模式的更多详细信息,请参阅 显示面板页面

生成装配器

With the bones in the correct positions, jump back in Object Mode, go to the Armature tab, scroll down to the bottom and click on the Generate button to finalize the rig creation. The generation process will take from few seconds to one minute depending on rig complexity and hardware specifications of your machine. If the generated rig needs tweaking, you can modify the meta-rig accordingly and then click again on the generate button. If the rig already exists, Rigify will simply overwrite it retaining all your modifiers and constraints and -- where possible -- all the previously generated features.

If you need to generate more than one rig in the scene or update a specific one (when there are more than one in the same file), follow the instructions in the Advanced Rig Generation section.

Tip

Rig Updating

To make the rig overwriting work as expected, you need to have both the rig and the meta-rig visible before generating again.

Warning

与所有Python插件一样,在Python脚本执行完成之前, Blender接口无法更新。等待装配器出现以查看结果。

绑定

要将几何图形绑定到装配器,您可以使用首选工具。您需要了解以下几点:

  • 所有变形骨骼在骨架层30上。

  • Eyes and Teeth bones are not deforming. You are supposed to bind the eyes and teeth geometry through Child Of constraints.

  • 通常,如果正确放置骨骼(并且有足够的拓扑结构可以使用! ) ,自动称重的骨架变形可以在盒子中完成非常好的工作。

有关骨架层、骨架修改器和重量涂料的详细信息,请参阅Blender手册。

高级 姿势控制 生成

高级选项功能

When Advanced Options are enabled, user will be able to:

  • 每个场景生成多个装配器。

  • Generate a rig with a specific name.

  • Update/Overwrite a specific rig.

Advanced Options Activation

Advanced Rig Generation Options are locked by default. Click on the Advanced Options button to enable. With Advanced Options enabled the panel will be updated displaying two main modes:

  • 覆盖

  • 新建

By default overwrite is selected. At this stage if you don't touch anything in the UI the generate function will be invoked as is, meaning in fact that generating the rig now will create a new rig from the meta-rig if none is present in the scene, or overwrite the default one if you have already generated a rig from a meta-rig. For further information about the Rigify generate function look at basic usage section.

New Rig Mode

The New rig mode will let the user generate a new rig from the meta-rig regardless of an already generated rig is present in the scene. A specific name for the rig can be set by the user through the specific Rig Name text field. If no name is set, Rigify will generate an armature object named "rig" and a Python script named rig_ui.py.

Note

Keep in mind that along with the rig, Rigify generates also a rig_ui Python script which controls the UI in the 3D Viewport. This Python script will be named accordingly with the specified rig name.

Overwrite Rig Mode

The Overwrite rig mode will let the user specify a target rig to be overwritten. If none is set Rigify will search and eventually overwrite an armature object named "rig" and a Python script named rig_ui.py.

库关联,支持关联到其他 .blend 文件中。

When linking a rig into another file, you generally want to create a collection that includes the generated rig and the character mesh, with another nested and hidden collection for the "WGT-" objects. You do not need to include the meta-rig. You then link in the collection, and either run Make Proxy and select the rig object, or run Make Library Override.

The rig_ui.py text data-block responsible for the rig UI will be automatically linked along with the rig, you don't need to link it separately. However, the script will not run until you run it manually from the Text editor or save and restart Blender.