This is my experimental feature set for Rigify.
It is called 'Wayrig' because....well I'm sure you can figure that out.
Warning
This feature set is currently NOT compatible with any of the Vanilla Rigify
Why? I have changed some hard coded names in the generator file, so if you try to combine this with a vanilla component, it will look for a name that does not exist. For this reason, I have copied versions of all the existing component types and edited them to point towards my changed generator file.
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Renamed the auto generated root bone from
roottoRoot
All my bones were title case - except the most important in the hierarchy haha. I wish to add this as an option on the armature rather than the hardcoded names (hacky). -
Added my own WayRig generator in the rigify menu
This is so you can invoke the Wayrig generator rather than the default version (hacky) -
Adjusted the naming convention
A lot of the names generate with .001 or _end I tweaked this but it requires that the base name has numerals at the end. EgBone_01.Ldefault rigify will name that Bone_01_end.L but Wayrig will name that Bone_02.L -
hard coded wirewidth to 2.0
This just makes the widgets thicker. This should be setting on the armature.
- added relinking for 'None' (a little hacky)
You can typeNoneinto the parent name and it will remove the parent. (this is useful when using the Armature Constraint)
- added basic parent switching (still WIP)
This is still an unfished component that adds parent switching to this type. (I wish to add parent switching to all types)
- Added option to world align the head control
- Added option to create a stretch control of the head (useful for cartoony characters)
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exposed the b-bone segments in generation
Set the number of b-bone segments in the spine. -
added option to position the Torso bone (Hacky) I found a really hacky way to decide which bone and at what distance to add the main torso control. I think it would be better if you could place the bone pre-generation and name it as the position the control will be generated. (if that bone doesn't exist - rigify should just create it)
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The
hipsandchestnames are no longer hardcoded -
Edited the naming convention so it was
bone_tweaknottweak_bone(this was different to all the other components) -
Added slider property so you can enable/disable the amount of volume preservation.
- Can set the name of the IK pole targets
- added a way to display the VIS bone as grey (hacky)
- changed the IK swing widget (and how it generates)
This widget setup adds 1 extra bone to be the widget override. It means the double arrow widget does not obstruct when animating.
- added option to put the toe pivot at the end of the toe (on the floor)
- added bendable foot option (for cartoony characters)
- updated the heel to remove the old limit rotation constraint (it uses drivers now)
- trying to add toe break options which is still wip
- add a way to increase/decrease the distance the eye controls are generated
- world aligned the eyes
- [New type] Added Clamshell Eyelid Component type
- [New type] Added Basic eye (striped down version)
- added reparenting option
- added property to enable/disable volume preservation
- changed the way the drivers are generated (bbone scale in/out)
- rename generated mouth control to "Mouth_master" (hardcoded)
- rename sample bones
- averaged the bone rolls
This makes the control generate in a nicer position if the fingers are modelled with a lot of bend.
- added tentacle tweaks (euler the control bones, rename sample bones)
- added tongue rig (edited skin rig)
- renamed tongue master bone
- fixed anchor and glue samples (samples not correct)
- renamed the bones (on most of them because of all the .001)