Source Filmmaker

Source Filmmaker

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IK-Rigger v1.2
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Universe: Original IP
Script
Tags: SFM
File Size
Posted
Updated
86.774 KB
Nov 23, 2015 @ 9:29am
Oct 22, 2020 @ 8:51pm
6 Change Notes ( view )

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IK-Rigger v1.2

Description
This script is used to help with creating the ik rig.py files for any model. took about two weeks to get it to work right

This script is more advanced than my previous rig script because this script gives you full parenting control of the rigging and lets you add as many bones as you want. Please take your time when using this script, especially when parenting the rig bones.





FAQ:


1) How do i access it?
its located in the drop down menu in rigs.

2) How do i use it?
  1. first select the number of limb bones
  2. then name the rig handle for the bones and pick the bones. the limb ik only works with three bones upperbone--elbow/knee--hand/foot
  3. then select the number of spine bones if your model has them then pick the bone names in order from bottom to top, spine_1=bip_spine_0
  4. parent any rig handle you made in either spine,limb or other to any other rig handle you made.
  5. then click create script and your done. but dont close the window first test out the created script on your model to make sure it works right and if not un-rig and try different settings and repeat.

3) How do i use offset?
first default your model. then select your models root and look at the transform gimbal you should see 3 colored arrows; red =' x', blue = 'z' and green ='y'. where each arrow is pointing is its positive direction. based on which direction your models knee/elbows are facing adjust the value in the window so its in front of it

4) Any thing I should know before I use it?
yes a few things
  1. This script can also help create lagless fingers. creating the finger bones parenting them to each other and parenting the base fingers to the hand and parenting the hand to a pelvis like bone
  2. by default you dont have to parent the spine bones together thats done automatically. but you still need to parent the base spine bone to something like a pelvis or Rig-Root
  3. sfm can only rig limbs that only have 3 bones in them. so theres no real way to ik rig a tail limb in sfm.
  4. the load rig file is a way to open rig files you created with this script and edit the settings.
  5. when parenting a already made rig , you dont have to enter a name just pick the rig name near the bottom of the list and its name is entered for you
  6. each rig bone name must be unique
  7. when customizing the rig group set each parent needs to be named uniquely.
  8. when finshing customizing the rig group set be sure to save it but if you forgot and have not created any new rigs then you could open the temp.eb which is a temporary save file from last time, located in "workshop\scripts\sfm\animset\animation group editor\"
  9. The rig group set can support up to three level parents i.e
    -parent A
    -bone
    -bone
    ---parent B
    -----bone
    -----bone
    -------parent C
    ----------bone
    ----------bone




    Latest changes

    -made misc hidden, no longer needed for now
    -any bone that is now a child of a hand/foot bone will now have orient constraint to remove finger lag
    -added way to offset knee/elbow bones, to control bend direction
    -all combo boxs now update automatically after changing or adding rig name
    -added auto find feature for limbs,
    -increased font for most of the gui
    -moved all flexs to a single group
    -when opening a rig file the group edit window will update with changes
    -added clear control group menu option
    -add error check if open rig doesn't have same bone as model
    -fixed some gui bugs

    feel free to modify the script for your own use
    if you find any bugs or have suggestions message me in the comments below.

    Includes:
    sfm\animset\ik-rigger.py
Popular Discussions View All (8)
8
May 29, 2017 @ 5:02pm
I need a video how to use it
~Sylvia~
2
Apr 28, 2019 @ 12:14pm
Would this be able to work on any model?
SoftBunnie
1
Oct 21, 2020 @ 10:58am
How to make independent hip bone?
DixxieCup
221 Comments
patzu Mar 25 @ 6:00am 
So that mean's I don't have to do anything in Blender? Blender for me is really one big piece of shite. :/
jmacaroni Sep 24, 2024 @ 9:13pm 
The rig root was acting like a pelvis bone, so I parented the hands to the root, but after I did that the elbows would still move when I moved the rig root, so I parented the elbows to the root as well, and that fixed the problem, but now there's a new problem; whenever I move the hands, the elbows move properly but their controller is left where the elbows had started and don't move with the elbows. I tried a few different things and I have no idea how to fix it.
OMG Theres A Bear In My Oatmeal!  [author] Aug 25, 2024 @ 11:33am 
adjust the x,y,z select your models root and look at the transform gimbal you should see 3 colored arrows; red =' x', blue = 'z' and green ='y'. where each arrow is pointing is its positive direction. based on which direction your models knee/elbows are facing adjust the value in the window so its in front of it
DibFish Aug 25, 2024 @ 9:30am 
Whenever i apply the rig it rotates the legs weirdly how do i fix it
OMG Theres A Bear In My Oatmeal!  [author] Aug 6, 2024 @ 4:03pm 
have all the other bones be the child of the rig root
TOXIC PSYC3R Aug 6, 2024 @ 3:25am 
how to i set it up so that the rig root actually moves the model around, for some reason it moves but the model doesn't
SnazzyDazzy Aug 2, 2024 @ 11:23pm 
You have no idea how much this helps with a new animator!:awtrophy:
Alastor Jun 8, 2024 @ 11:47pm 
@Rammzys, pardon my question, but what are doing that needs 99 bones o-o
rolan May 10, 2024 @ 4:31am 
Can you return the misc option? i want to manually limb bone like before
tonio2bcool Jan 14, 2024 @ 4:22am 
can you add jiggle bones?