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Nathan Vegdahl authored
This rig replaces the old spine rig, and has a super-set of the old spine's features. The main new features are: 1. A separate over-all control for translation. Due to the pivot slide feature of the spine, it didn't really make sense to have one of the spine bones be the control for translation, so I broke that out into a separate control. This control also acts as a root of the spine in general, including for scaling and rotation. If you want to grab the entire spine as one unit, this is how to do it. 2. The spine can now have more than two control bones. The rigger can specify an arbitrary number of the spine bones to be turned into controls upon rig generation. Controls that are not at the end points of the spine are optionally (via an animatable switch) auto-rotated by the the end point controls, so animators can ignore them when they do not require that level of control.
Nathan Vegdahl authoredThis rig replaces the old spine rig, and has a super-set of the old spine's features. The main new features are: 1. A separate over-all control for translation. Due to the pivot slide feature of the spine, it didn't really make sense to have one of the spine bones be the control for translation, so I broke that out into a separate control. This control also acts as a root of the spine in general, including for scaling and rotation. If you want to grab the entire spine as one unit, this is how to do it. 2. The spine can now have more than two control bones. The rigger can specify an arbitrary number of the spine bones to be turned into controls upon rig generation. Controls that are not at the end points of the spine are optionally (via an animatable switch) auto-rotated by the the end point controls, so animators can ignore them when they do not require that level of control.