[Bf-docboard-svn] bf-manual: [7425] trunk/blender_docs/manual/addons/rigging/rigify/rig_types/limbs.rst: Update documentation for Rigify limb rigs.

Alexander Gavrilov noreply at blender.org
Wed Nov 25 20:41:27 CET 2020


Revision: 7425
          https://developer.blender.org/rBM7425
Author:   angavrilov
Date:     2020-11-25 20:41:27 +0100 (Wed, 25 Nov 2020)
Log Message:
-----------
Update documentation for Rigify limb rigs.

Modified Paths:
--------------
    trunk/blender_docs/manual/addons/rigging/rigify/rig_types/limbs.rst

Modified: trunk/blender_docs/manual/addons/rigging/rigify/rig_types/limbs.rst
===================================================================
--- trunk/blender_docs/manual/addons/rigging/rigify/rig_types/limbs.rst	2020-11-25 19:08:51 UTC (rev 7424)
+++ trunk/blender_docs/manual/addons/rigging/rigify/rig_types/limbs.rst	2020-11-25 19:41:27 UTC (rev 7425)
@@ -18,6 +18,8 @@
    When enabled the controls of the last bones will copy the rotations from the previous ones.
    The option is exposed on the controls of the final rig as a Copy Rotation constraint and
    can be disabled even after rig is generated, or at animation time.
+Assign Tweak Layers
+   If enabled, allows placing the Tweak controls on different layers from the main controls.
 
 
 ``limbs.super_finger``
@@ -27,72 +29,118 @@
 
 Requirement: A chain of at least two connected bones.
 
-Bend Rotation Axis (X, Y, Z, -X, -Y, -Z)
+Bend Rotation Axis (Automatic, X, Y, Z, -X, -Y, -Z)
    Defines the automatic rotation axis to be linked to the scale of the master bone.
+B-Bone Segments (integer)
+   Defines the number of b-bone segments each tweak control will be split into.
+IK Control
+   Generates a very simple IK mechanism with only one control.
 
+   IK starts its work with the shape of the finger defined by FK controls and adjusts it
+   to make the fingertip touch the IK control. It is designed as a tool to temporarily keep
+   the fingertip locked to a surface it touches, rather than a fully featured posing system.
+Assign Tweak Layers
+   If enabled, allows placing the Tweak controls on different layers from the main controls.
 
+
 ``limbs.super_limb``
 ====================
 
-Will create a full featured bendy and stretchy limb depending on the user defined options.
-Available limb types:
+A backwards compatibility wrapper around ``limbs.arm``, ``limbs.leg`` and ``limbs.paw``.
 
-Arm
-   Requirement: A chain of at least three connected bones (upper_arm, forearm, hand).
 
-   Rotation Axis (Automatic, X, Z)
-      Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes.
-   Limb Segments (integer)
-      Defines the number of additional tweak controls each limb bone will have on the final rig.
-   B-Bone Segments (integer)
-      Defines the number of b-bone segments each tweak control will be split into.
-   FK Extra Layers
-      Defines on which bone layer the FK chain will be created.
-      The yellow dot shows where will be placed the IK chain
-      (by default is the same layer of meta-rig's limb chain).
-   Tweak Extra Layers
-      Defines on which bone layer the Tweak controls will be created.
-      The yellow dot shows where will be placed the IK chain
-      (by default is the same layer of meta-rig's limb chain).
+``limbs.arm``
+=============
 
-Leg
-   Requirement: A chain of at least four connected bones and a last child used as
-   heel pivot (thigh, shin, foot, toe, heel).
+Will create a full featured bendy and stretchy arm depending on the user defined options.
 
-   Rotation Axis (Automatic, X, Z)
-      Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes.
-   Limb Segments (integer)
-      Defines the number of additional tweak controls each limb bone will have on the final rig.
-   B-Bone Segments (integer)
-      Defines the number of b-bone segments each tweak control will be split into.
-   FK Extra Layers
-      Defines on which bone layer the FK chain will be created.
-      The yellow dot shows where will be placed the IK chain
-      (by default is the same layer of meta-rig's limb chain).
-   Tweak Extra Layers
-      Defines on which bone layer the Tweak controls will be created.
-      The yellow dot shows where will be placed the IK chain
-      (by default is the same layer of meta-rig's limb chain).
+Requirement: A chain of three connected bones (upper_arm, forearm, hand).
 
-Paw
-   Requirement: A chain of at least four connected bones (upper_arm, forearm, paw, toe) or (thigh, shin, paw, toe).
+IK Wrist Pivot
+   Generates an extra child of the hand IK control that rotates around the tail of the hand bone.
 
-   Rotation Axis (Automatic, X, Z)
-      Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes.
-   Limb Segments (integer)
-      Defines the number of additional tweak controls each limb bone will have on the final rig.
-   B-Bone Segments (integer)
-      Defines the number of b-bone segments each tweak control will be split into.
-   FK Extra Layers
-      Defines on which bone layer the FK chain will be created.
-      The yellow dot shows where will be placed the IK chain
-      (by default is the same layer of meta-rig's limb chain).
-   Tweak Extra Layers
-      Defines on which bone layer the Tweak controls will be created.
-      The yellow dot shows where will be placed the IK chain
-      (by default is the same layer of meta-rig's limb chain).
+Rotation Axis (Automatic, X, Z)
+   Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes.
+Limb Segments (integer)
+   Defines the number of additional tweak controls each limb bone will have on the final rig.
+B-Bone Segments (integer)
+   Defines the number of b-bone segments each tweak control will be split into.
+Custom IK Pivot
+   Generates an extra control for the end of the IK limb that allows rotating it around an arbitrarily placed pivot.
+Assign Fk Layers
+   If enabled, allows placing the FK chain on different layers from the IK bones.
+Assign Tweak Layers
+   If enabled, allows placing the Tweak controls on different layers from the IK bones.
 
 
+``limbs.leg``
+=============
+
+Will create a full featured bendy and stretchy leg depending on the user defined options.
+
+Requirement: A chain of four connected bones (thigh, shin, foot, toe) with one unconnected
+child of the foot to be used as the heel pivot.
+
+Rotation Axis (Automatic, X, Z)
+   Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes.
+Limb Segments (integer)
+   Defines the number of additional tweak controls each limb bone will have on the final rig.
+B-Bone Segments (integer)
+   Defines the number of b-bone segments each tweak control will be split into.
+Custom IK Pivot
+   Generates an extra control for the end of the IK limb that allows rotating it around an arbitrarily placed pivot.
+Assign Fk Layers
+   If enabled, allows placing the FK chain on different layers from the IK bones.
+Assign Tweak Layers
+   If enabled, allows placing the Tweak controls on different layers from the IK bones.
+
+
+``limbs.paw``
+=============
+
+Will create a full featured bendy and stretchy paw depending on the user defined options.
+
+Requirement: A chain of four or five connected bones (thigh, shin, paw, *optional* digit, toe).
+
+Rotation Axis (Automatic, X, Z)
+   Defines the bend axis for the IK chain. FK chains will have a totally free degree of rotation on all axes.
+Limb Segments (integer)
+   Defines the number of additional tweak controls each limb bone will have on the final rig.
+B-Bone Segments (integer)
+   Defines the number of b-bone segments each tweak control will be split into.
+Custom IK Pivot
+   Generates an extra control for the end of the IK limb that allows rotating it around an arbitrarily placed pivot.
+Assign Fk Layers
+   If enabled, allows placing the FK chain on different layers from the IK bones.
+Assign Tweak Layers
+   If enabled, allows placing the Tweak controls on different layers from the IK bones.
+
+
+``limbs.front_paw``
+===================
+
+Derivative of ``limbs.paw`` with extended IK suitable for use in front paws.
+The additional IK limits the degree of change in the angle between shin and
+paw bones (2nd and 3rd) as the main IK control moves and rotates.
+
+For best results, the shin bone should not be parallel to either thigh or paw in
+rest pose, i.e. there should be some degree of bend in all joints of the paw.
+
+Heel IK Influence
+   Influence of the extended IK. At 100% rotating the main IK control or digit bone would
+   not affect the rotation of the paw bone, while lower values provide some blending.
+
+
+``limbs.rear_paw``
+===================
+
+Derivative of ``limbs.paw`` with extended IK suitable for use in rear paws. The
+additional IK tries to maintain thigh and paw bones (1st and 3rd) in a nearly parallel
+orientation as the main IK control moves and rotates.
+
+For best results, thigh and paw bones should start nearly parallel in the rest pose.
+
+
 ``limbs.super_palm``
 ====================
 
@@ -102,5 +150,8 @@
 The property has to be set on the inner palm bones (think it as index's metacarpus),
 the rig control will appear on the last palm bone (think it as pinky's metacarpus).
 
-Bend Rotation Axis (X, Z)
+Both Sides
+   Generates controls on both sides of the palm, with influence on inner bones blended between them.
+
+Primary Rotation Axis (X, Z)
    Defines the automatic rotation axis to be used on the palm bones.



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