Building Custom Rig
With the addition of rig modules in the release of Endertainer Rig MCS, you can now build custom rigs to almost any model you want. Now, since each model you'll rig will be different from one another. Instead of giving a step-by-step tutorial, here you'll learn the outlines of building a rig using the modules.
Importing Modules
To get started, first import the modules you'll need to build the rig. Note that when importing modules, it is recommended that you 0 out the location on the Operator panel. This way the modules are imported in one piece.
Adjusting the Modules
After you import the assets, you need to adjust them to fit your model. You can start by repositioning the module in Object Mode
to your desired position. One thing to note is that scaling the module might cause issues with some rig modules. So it is refrained from doing so.
Once the module is in place, you can start modifying the bones in Edit Mode
following your rig proportions. But be careful when adjusting the bones, as some modules have multiple bones in the same place (like the limb IK, FK, and Deform bones) that need to be aligned.
Duplicate and Mirroring
For some modules like the arm, leg, and fingers. You'll need to create a duplicate that you later mirror to the opposite side. Here's how to do it.
Create a duplicate and change the .L or .R suffix on the bone collections to the opposite.
Press
Shift + S
and selectCursor to World Origin
. Then set the module origin point to the cursor by right-clicking and selectingSet Origin -> Origin to 3D Cursor
.Go to
Edit Mode
, select all bones withA
, right-click, and selectSymmetrize
.Delete the opposite bones.
For the arm and leg module, fix any driver issues using the
Driver Fix
reference from Rig Modules technical documents.
Boneshape Fix
After modifying the bones, you might find the bone shapes were all messed up. This can be easily fixed by changing the bone shape viewport display.
Merging and Parenting
After all the modules are set up, you then need to join all of them into one single armature. To do this, just select the module you want to join, right-click, and select Join
. This will join the first selected module to the last one. After the modules are joined, you then need to parent each bone from the module to its corresponding bone. For what bones need to be parented to, check out theParent Setup
reference from Rig Modules technical documents. After the armature is ready, you can now start skinning/parenting your model to the rig.
Known Issues and Fixes
Stretch To constraints issue
When making any changes to a bone with a Stretch To constraints, you might find that the bone size got messed up. To fix this, just click on the X
icon on the bone Stretch To constraint Original Length
value. This will reset the bone length value to the current value.
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