Workflow
Settings related to the actual workflow or usage of the rig
Last updated
Settings related to the actual workflow or usage of the rig
Last updated
The first setting you will find is a "Performance / High Quality" switch. The default is High Quality.
Switching this to performance changes most of the rigs meshes out for graybox versions with low topology and no modifiers to prevent lag, this will increase performance greatly while not affecting how the character appears in final render. Some objects are unaffected by this setting. (Custom parented objects, eyelashes, eyeshapes, etc...)
There are 6 total settings you need to worry about here, 3 for each arm.
This is a slider that changes whether the limb follows the IK or FK bones, this does not enable the bone collections for those appropriate layers so be sure to have those enabled.
This controls whether the limb will stretch when the IK control is pulled beyond fully extended, this does nothing when IK is disabled.
This determines whether the wrist/ankle will be locked to the IK controller, useful for when you need a character to have their arm or leg planted onto a surface, this also does nothing when IK is disabled.
These buttons will switch the selected limb to IK or FK depending on the button. The controls will be snapped to the correct positions and the IK/FK switch will be swapped. This does not create a keyframe however so you will need to animate that manually, it is purely used for preventing snapping during an IK/FK swap.
Fluid face is a slider which influences how much certain parts of the face affect each other, for example, the eyes will adjust the eyelids slightly to follow the movement, eyebrows will pull the eyelids up, etc.
This determines where the blink resets to, by default it is 0.2 so the eyelid will close to right above the bottom eyelid, lowering this value makes only the top eyelid move while raising it will make both eyelids move equally.
Enables a new bone in front of the head in which the eyes will always track towards, this controller is parented to the root so they will not adjust if the head is rotated.
This will make the head no longer follow the rotation of the rest of the rig, useful if your character is moving around a lot and you do not want the head to jitter.
This will make the head or body squish when moving the squash and stretch bone around
Disables the normal mouth controls and displays a simple colored line that may be posed to represent lips.
Adjusts the lips to protrude outwards when posed to make an "O" shape.
The shoulder controls will now deform the upper parts of the body to follow, used best in moderation.
Disables the UV project modifiers on the head allowing the texture to deform with movement of the rig, may look weird with certain settings.
Disabling this control allows the elbow and knees to rotate freely instead of being locked onto the normal axis. Do note that having a rotation other than the normal locked rotation will break the IK/FK snap buttons!
Disables the boolean modifier on the teeth to increase performance, this means the teeth will show through the head! Does not affect renders.
Sets the current pose of the rig to be the one the rig will reset to when using Alt + R/G/S.
Resets the rest pose of the rig back to default.
Will scan through the meshes collection and through each subcollection (Head, Body, Arms, etc) and apply the appropriate modifiers to make any meshes inside of that collection follow the correct body part.
Scales the character down to fit in with most common Minecraft World exporters, enabled by default.
Removes all extra meshes (Steve, Alex, Thin arms, etc) if they are not being used to reduce required calculation and increase the performance of the rig.
Attempts to reset the rig to the default, will undo most actions except for actual mesh or material modifications.