[Bf-docboard-svn] bf-manual: [8134] trunk/blender_docs/manual: Rigify: Add missing images

Aaron Carlisle noreply at blender.org
Fri Jun 11 23:32:10 CEST 2021


Revision: 8134
          https://developer.blender.org/rBM8134
Author:   Blendify
Date:     2021-06-11 23:32:09 +0200 (Fri, 11 Jun 2021)
Log Message:
-----------
Rigify: Add missing images

These were images from the old wiki that were missed in the conversion

Fixes T89064

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

Added Paths:
-----------
    trunk/blender_docs/manual/images/addons_rigging_rigify_bone-positioning_face-eyes-nose-bones.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_bone-positioning_face-eyes-nose-landmarks.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_bone-positioning_face-eyes-pivot-position.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_bone-positioning_face-jaw-ear-bones.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_bone-positioning_face-landmarks.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_bone-positioning_face-lips-merge-point.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_bone-positioning_face-mouth-teeth-positions.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_bone-positioning_face-stretcher-bones.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_bone-positioning_fingers-bend-axis.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_bone-positioning_fingers-edge-loops.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_bone-positioning_fingers-palm-alignment.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_bone-positioning_limbs-arm-bones.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_bone-positioning_limbs-leg-bones.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_bone-positioning_torso-bones.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_bone-positioning_torso-landmarks.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_metarigs_built-samples.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_metarigs_split-samples.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_rig-types_limbs_arm-required.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_rig-types_limbs_leg-required.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_rig-types_limbs_paw-required.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_rig-types_spines-default.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_rig-types_spines-example.png
    trunk/blender_docs/manual/images/addons_rigging_rigify_rig-types_spines-required.png

Modified: trunk/blender_docs/manual/addons/rigging/rigify/bone_positioning.rst
===================================================================
--- trunk/blender_docs/manual/addons/rigging/rigify/bone_positioning.rst	2021-06-11 08:44:36 UTC (rev 8133)
+++ trunk/blender_docs/manual/addons/rigging/rigify/bone_positioning.rst	2021-06-11 21:32:09 UTC (rev 8134)
@@ -8,18 +8,38 @@
 
 Start by identifying basic face landmarks to follow as guide for bones placement.
 
+.. figure:: /images/addons_rigging_rigify_bone-positioning_face-landmarks.png
+   :align: center
+
+   Basic Face Landmarks.
+
 - Orange lines represent bones that should be placed in closed loops.
 - Yellow lines represent bones whose position depends on surrounding bone loops.
 - Red lines represent outer edge bones.
 - Purple lines represent bridging bones used to cover deforming flesh.
 
+.. figure:: /images/addons_rigging_rigify_bone-positioning_face-eyes-nose-landmarks.png
+   :align: center
+
+   Eyes-Nose Landmarks.
+
 The eyes-nose loop area is split in different parts identified by bone names. Follow the image to place the bones.
 
+.. figure:: /images/addons_rigging_rigify_bone-positioning_face-eyes-nose-bones.png
+   :align: center
+
+   Eyes-Nose Bone Positions.
+
 .. tip:: Brow Placement
 
    Keeping aligned the mid bones in "brow", "brow.b", "lid.t", "lid.t" and
    cheek will give better results after rig generation.
 
+.. figure:: /images/addons_rigging_rigify_bone-positioning_face-jaw-ear-bones.png
+   :align: center
+
+   Jaw-Ear Bone Positions.
+
 Also the jaw-ear area is split in different parts identified by bone names. Follow the image to place the bones.
 
 .. tip:: Jaw Placement
@@ -28,11 +48,21 @@
    Do the same with temple bone trying to cover the part you don't want to move with the jaw,
    this way you will also determine the jaw pivot position.
 
+.. figure:: /images/addons_rigging_rigify_bone-positioning_face-lips-merge-point.png
+   :align: center
+
+   Lips Merge Point.
+
 .. warning::
 
    While placing the lip bones you should keep the opposite bone chains merged in the middle.
    Tearing the merge point apart may result in a misalignment of controls in the final rig.
 
+.. figure:: /images/addons_rigging_rigify_bone-positioning_face-stretcher-bones.png
+   :align: center
+
+   Face Stretcher Bones.
+
 After the main face bones are placed use the cheek bone to connect the eye-nose area to the jaw mouth area.
 Then do the same with the brow area. This process will automatically define face muscles compression areas.
 
@@ -42,6 +72,11 @@
 
 Position the eye bones in the eye pivot point facing right **toward** the face on the Y axis.
 
+.. figure:: /images/addons_rigging_rigify_bone-positioning_face-eyes-pivot-position.png
+   :align: center
+
+   Eyes Pivot Position.
+
 .. tip:: Eye Pivot
 
    If your eye has a spherical shape you can define its pivot by entering Edit Mode.
@@ -51,6 +86,11 @@
 
 Finally position the teeth bones on your teeth geometry and the tongue bone chain as described in the figure.
 
+.. figure:: /images/addons_rigging_rigify_bone-positioning_face-mouth-teeth-positions.png
+   :align: center
+
+   Mouth and Teeth Positions.
+
 .. tip:: Tongue
 
    The tongue will work better if the bones are aligned at the symmetry line.
@@ -67,6 +107,11 @@
 Having a good edge loop placement around zone boundaries on your model
 will help in having correct deformation after armature binding.
 
+.. figure:: /images/addons_rigging_rigify_bone-positioning_torso-landmarks.png
+   :align: center
+
+   Torso Landmarks.
+
 Starting from the side view, place the main spine bones trying to use
 one bone for the rigid areas and two for the flexible ones.
 In addition to the main spine, the torso is provided with additional pelvis bones (to oppose the leg bending),
@@ -74,6 +119,11 @@
 
 Even if the pelvis bones will not appear in the final rig as controls, they will contribute to deformation.
 
+.. figure:: /images/addons_rigging_rigify_bone-positioning_torso-bones.png
+   :align: center
+
+   Torso Bones Positioning.
+
 .. tip:: Bone Placement
 
    Try to keep the spine as centered as possible inside the mesh bounding volume,
@@ -89,11 +139,21 @@
 This can be easily done by going in the top view, entering armature Edit Mode and
 sliding the bone junction between forearm and upper_arm slightly toward the world's Y axis.
 
+.. figure:: /images/addons_rigging_rigify_bone-positioning_limbs-arm-bones.png
+   :align: center
+
+   Arm Bones Positioning.
+
 For the leg you can follow a similar process. Start by aligning the leg bones creating a straight line from
 the hips to the ankle, then place the foot and the toe accordingly.
 Remember to add a slight bend to the knee. This can be easily done by going in the side view,
 entering armature Edit Mode and sliding the bone junction between thigh and shin slightly toward the world's Y axis.
 
+.. figure:: /images/addons_rigging_rigify_bone-positioning_limbs-leg-bones.png
+   :align: center
+
+   Leg Bones Positioning.
+
 Finally align the heel bone by going in the front view and placing the head and tail to
 fill the foot size from side to side then, in the side view,
 align the bone at the point where the heel just touches the ground floor.
@@ -117,6 +177,11 @@
    the corresponding edge loop in Edit Mode and use the *Cursor to Selection* snap.
    Then you can snap the bone to the corresponding loop using the *Selection to Cursor* snap.
 
+.. figure:: /images/addons_rigging_rigify_bone-positioning_fingers-edge-loops.png
+   :align: center
+
+   Knuckles Edge Loops and Cursor Snapping.
+
 Finalize the positioning by taking care of bone rolls (the X axis is set as bend axis).
 
 .. tip:: Bone Roll
@@ -131,8 +196,18 @@
    This should cause the fingers to curl. If they are rotating on the wrong axis,
    change the Bend Rotation Axis parameter on the first finger's parameters under Rigify Type.
 
+.. figure:: /images/addons_rigging_rigify_bone-positioning_fingers-bend-axis.png
+   :align: center
+
+   Fingers Bend Axis.
+
 When the fingers are in place proceed placing the palm bones.
 
+.. figure:: /images/addons_rigging_rigify_bone-positioning_fingers-palm-alignment.png
+   :align: center
+
+   Palm Alignment.
+
 .. tip:: Palm Placement
 
    Try to keep palm bones' heads at a little distance between each other.

Modified: trunk/blender_docs/manual/addons/rigging/rigify/metarigs.rst
===================================================================
--- trunk/blender_docs/manual/addons/rigging/rigify/metarigs.rst	2021-06-11 08:44:36 UTC (rev 8133)
+++ trunk/blender_docs/manual/addons/rigging/rigify/metarigs.rst	2021-06-11 21:32:09 UTC (rev 8134)
@@ -16,15 +16,25 @@
    A meta-rig is an assembly of bone chains. A bone chain is identified by the *Connected* attribute.
    Bone chains can be further connected together by parenting them without using the *Connected* attribute
    (i.e. using the *Keep Offset* option while parenting).
+
 A custom attribute is set on the first bone of the sub-rig chain
    Each first bone of a bone chain has a custom attribute on it which is a Rigify custom property
    that identifies the sub-rig type. At rig generation time Rigify will determine which controls and
    deform bones will be created processing the meta-rig from the first bone to the last of each chain.
 
+   .. figure:: /images/addons_rigging_rigify_metarigs_split-samples.png
+
+      Human meta-rig split by samples.
+
 New meta-rigs are created assembling sub-rigs samples
    Since a meta-rig is just a collection of sub-rigs,
    new meta-rigs can be built assembling sub-rigs in different ways.
    This way an infinite number of meta-rigs can be built from the same rigging blocks.
+
+   .. figure:: /images/addons_rigging_rigify_metarigs_built-samples.png
+
+      Human meta-rig split by samples.
+
 All the mechanics, deformation bones and widget are created on a single click
    The meta-rig contains more information than the visualized bones.
    In fact at generation time Rigify will identify each sub-rig type and depending on

Modified: trunk/blender_docs/manual/addons/rigging/rigify/rig_types/limbs.rst
===================================================================
--- trunk/blender_docs/manual/addons/rigging/rigify/rig_types/limbs.rst	2021-06-11 08:44:36 UTC (rev 8133)
+++ trunk/blender_docs/manual/addons/rigging/rigify/rig_types/limbs.rst	2021-06-11 21:32:09 UTC (rev 8134)
@@ -56,6 +56,10 @@
 
 Requirement: A chain of three connected bones (upper_arm, forearm, hand).
 
+.. figure:: /images/addons_rigging_rigify_rig-types_limbs_arm-required.png
+
+   Arm required bones.
+
 IK Wrist Pivot
    Generates an extra child of the hand IK control that rotates around the tail of the hand bone.
 
@@ -81,6 +85,10 @@
 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.
 
+.. figure:: /images/addons_rigging_rigify_rig-types_limbs_leg-required.png
+
+   Leg required bones.
+
 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)
@@ -102,6 +110,10 @@
 
 Requirement: A chain of four or five connected bones (thigh, shin, paw, *optional* digit, toe).
 
+.. figure:: /images/addons_rigging_rigify_rig-types_limbs_leg-required.png
+
+   Leg required bones.
+
 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)

Modified: trunk/blender_docs/manual/addons/rigging/rigify/rig_types/spines.rst
===================================================================
--- trunk/blender_docs/manual/addons/rigging/rigify/rig_types/spines.rst	2021-06-11 08:44:36 UTC (rev 8133)
+++ trunk/blender_docs/manual/addons/rigging/rigify/rig_types/spines.rst	2021-06-11 21:32:09 UTC (rev 8134)
@@ -14,6 +14,10 @@
 
 Requirement: A chain of at least three connected bones (base system).
 
+.. figure:: /images/addons_rigging_rigify_rig-types_spines-required.png
+
+   Spine required bones.
+
 Pivot Position (integer)
    Defines the pivot position for torso and hips.
 Head (Boolean)
@@ -27,3 +31,12 @@
 
    Tail Position (integer)
       Defines the bone where the tail system starts. The next bone will always be the hips system.
+
+

@@ Diff output truncated at 10240 characters. @@


More information about the Bf-docboard-svn mailing list