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    6f3d2c49
    Rigify: new spine rig! · 6f3d2c49
    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.
    6f3d2c49
    History
    Rigify: new spine rig!
    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.