Specific Features

This tutorial will contain a bunch of smaller tutorials about specific features on the rig that may not be as easy to understand.

Skin Downloader

The skin downloader is a tool that accesses Mojang's API and downloads a .png file based off the inputted username. It is found under the Materials > Skin tab.

To use the tool, type a valid Java Edition username into the box and click the download button. The skin will now be applied and stored in the Downloaded Skins section.

Downloaded Skins

The Downloaded Skins section is an Image UI and may be used in the same way as any other one. It is found under the Materials > Skin tab.

To use it, select a skin from your library by clicking on the box (If there isn't a skin file there then download one using the Skin Downloader) and clicking Apply Skin.

To reset to the default skin, click Reset Skin.

Finally, to delete a skin from the library click Delete Skin.

Emotion Lines

Emotion Lines are a remake of the Emotion Lines features seen on Shulker Box and Smooth Stone. They can be found under the Style > Rig Style tab.

To append one click the Append Emotion Line button and re-enter pose mode on the rig. You can now move it around by using the root bone and change the curvature by using its curve bone.

While it is parented to the head by default if you wish to change the bone it is parented to first click the root bone, then click the bone you want to parent it to, enter edit mode, press Ctrl+P (default) and select Keep Offset.

If you don't see any of the bones previously mentioned make sure the Emotion Bones bone layer is enabled under Main > Bone Layers.

Auto SSS

Auto SSS is a feature remade from Smooth Stone and will allow you to give your character SSS without separating materials. It can be found under the Materials > Skin tab.

To get started select the most prominent color of your character's skin and put it into the Skin Color box.

Next, slide the Auto SSS slider to one, you can use lower settings but it shouldn't really matter.

After that take the sensitivity slider and adjust it until it only has the skin selected, default might work fine but it'll depend on the character.

Finally you can tweak the SSS slider and Radius settings until you get something you enjoy.

If you wish to change the SSS color then adjust the SSS Color color box.

Parenting System

The new parenting system has the ability to make porting rigs from other rigs, ModelBench, or other sources easier but inheriting the bends of the rig. It can be found under the Advanced > Parenting tab.

To begin, make sure Ice Cube is in the default position as things may be buggy if they aren't

  • Once you have positioned your meshes and are ready to parent, move each of them into the appropriate parenting collection either in your outliner or using M then finding the collection

  • Under the Advanced > Parenting tab under the buttons category, click the Update Parenting button and it'll automatically parent everything you've added to the parenting collections

How to apply a shape key.

To apply a shape key, enter the object data tab, scroll down to shape keys and click the drop down arrow on the right. Next click New Shape from Mix.

Make sure that this new shape key is at the very bottom of the list and set to 0, next scroll up and click on Basis or whatever the first shape key is named.

Start clicking the Remove Shape Key button until all shape keys are removed, if you followed this correctly you should be left with a mesh that looks the same as you started.

How to delete a driver from a modifier
  • Look for any button, toggle, slider, or anything else that has a purple box around it, right click on it and select Delete Driver

How to apply a modifier

Enter the modifiers tab, start from the top down, click the arrow on the right side of the modifier and click apply.

Alternatively you can hover over the modifier and click Ctrl+A (By Default).

Parenting Tags (1.5.1 and lower ONLY)

If you wish to parent something to the rig you're going to need to add a tag onto its name, below is a list of all the tags.

Before you begin, remember that these are going onto the end of your meshes name, so if you're parenting something named Cube.001 to the head for example then you would name it Cube.001_HeadChild.

_HeadChild Parents the mesh to the head.

_BodyChild Parents the mesh to the body.

_RightArmChild Parents the mesh to the right arm.

_LeftArmChild Parents the mesh to the left arm.

_RightLegChild Parents the mesh to the right leg.

_LeftLegChild Parents the mesh to the left leg.

If you want the mesh to ignore the bend of the rig but still follow the modifiers then use the _IgnoreBend tag after one of the other tags. [Parenting Information]

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