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Rigging
Eugene Gataulin edited this page Sep 29, 2024
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- SETTINGS
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Reverse
- Reverse the direction of operation from last to first selected. -
Maintain
- Use maintain offset.
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- CREATE
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Parent
- Parent constrain. All selected objects will be constrained to last selected object. -
Point
- Point constrain. All selected objects will be constrained to last selected object. -
Orient
- Orient constrain. All selected objects will be constrained to last selected object. -
Scale
- Scale constrain. All selected objects will be constrained to last selected object. -
Aim
-[IN DEVELOPMENT]
Aim constrain. All selected objects will be constrained to last selected object.
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- DELETE
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Disconnect
- Disconnect targets objects from last selected object. They will be deleted from constraint attributes. -
Delete Constraints
- Delete all constraints on selected objects.
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- ROTATE ORDER
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Rotate Order SHOW
- Show rotate order attribute in channel box for all selected objects. -
Rotate Order HIDE
- Hide rotate order attribute in channel box for all selected objects.
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- JOINT ATTRIBUTES
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Segment Scale Compensate ON
- Activate segment scale compensate attribute for all selected joints. -
Segment Scale Compensate OFF
- Deactivate segment scale compensate attribute for all selected joints. -
Joint BONE
- Bone selected joints draw style. -
Joint HIDDEN
- Hidden selected joints draw style.
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- SKINNING
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Copy Skin Weights From Last Selected
- Copy skin weights from last selected object to all other selected objects.
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Wraps
- Create a wrap deformer on selected objects. The last object used as a source deformation object. -
Reconstruct
- Reconstruct blendshapes on selected objects from the last selected object. The last object must have a blendshape node. -
Extract Shapes
- Extract blendshapes as duplicated meshes. Paint weights before extraction if needed. -
Zero Weights
- Zero all blendshape weights on selected objects.
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From Selected Objects
- Create a curve with control point on selected objects. By default it will be linear. -
From Trajectory
- Create a curve based on objects trajectory in world space.