Rig Modules
You can find information about the rig modules included with Endertainer Rig MCS. Such as:
Parent Setup (what and where you should parent the module to)
Constraints Setup (what and how to set up the constraints on the module)
Driver Fix (what and how to fix the drivers on the module)
Properties (location of where custom properties are stored)
Extras (any additional information)
Root Module
Parent Setup
CTL-Root_Child(where you should parent any bones to)CTL-Root(alternative parent point if you want to parent any bones directly to root)
Extras
BUF-Static_Bone(a static bone that doesn't transform or influenced by anything. Useful for doing static transform using constraints)
Head Module
Parent Setup
DEF-Head_Stretch(parent any mesh that you want to deform with the head stretch controller)CTL-Head(parent any mesh that you don't want to deform with the head stretch controller. Recommended that you parent this to something likeCTL-Chest_Upperon the Torso Module or theCTL-Neckon the Neck Set)
Settings Module
Parent Setup
PRP-Main(parent this toCTL-Headon the Head Module)
Torso Module
Parent Setup
CTL-Torso_Tail(parent any mesh/bone that you want to parent following the top bend curve)CTL-Chest_Upper(parent any mesh/bone that you want to parent following the Chest Upper controller)CTL-Hip(parent any mesh/bone that you want to parent following the Hip controller)CTL-Torso_Head(parent any mesh/bone that you want to parent following the bottom bend curve)CTL-Torso(parent this to theCTL-Root_Childon the Root Module)
Arm Module
Parent Setup
PRP-Arm.L/R(the root of the arm module where you should parent it to something likeCTL-Shoulder.L/Ron the Torso Module)CTL-Arm_IK.L/R(recommended that you parent this toCTL-Root_Childon the Root Module)CTL-Arm_Pole.L/R(recommended that you parent this toCTL-Arm_IK.L/Ron the Arm Module)DEF-Wrist.L/R(parent any mesh/bone that you want to parent following the wrist)
Driver Fix
DEF-Arm_Upper.RCopy Trans To IK
Add driver to the
Influencesetting (you can copy the modifier from the same opposite bone)In the
Pathvalue onvarinput variable, change the suffix on the linePRP-Arm.LintoPRP-Arm.R.
DEF-Arm_Lower.RCopy Trans To IK
Add driver to the
Influencesetting (you can copy the modifier from the same opposite bone)In the
Pathvalue onvarinput variable, change the suffix on the linePRP-Arm.LintoPRP-Arm.R.
DEF-Wrist.RCopy Trans To IK
Add driver to the
Influencesetting (you can copy the modifier from the same opposite bone)In the
Pathvalue onvarinput variable, change the suffix on the linePRP-Arm.LintoPRP-Arm.R.
CTL-Wrist.IK.RCopy Rot To Arm_IK
Add driver to the
Influencesetting (you can copy the modifier from the same opposite bone)In the
Pathvalue onvarinput variable, change the suffix on the linePRP-Arm.LintoPRP-Arm.R.
Properties
PRP-Arm.L/R
Leg Module
Parent Setup
PRP-Leg.L/R(the root of the leg module where you should parent it to something likeCTL-Hipon the Torso Module)CTL-Leg_IK.L/R(recommended that you parent this toCTL-Root_Childon the Root Module)CTL-Leg_Pole.L/R(recommended that you parent this toCTL-Leg_IK.L/Ron the Leg Module)DEF-Ankle.L/R(parent any mesh/bone that you want to parent following the ankle)
Driver Fix
DEF-Leg_Upper.RCopy Trans To IK
Add driver to the
Influencesetting (you can copy the modifier from the same opposite bone)In the
Pathvalue onvarinput variable, change the suffix on the linePRP-Arm.LintoPRP-Arm.R.
DEF-Leg_Lower.RCopy Trans To IK
Add driver to the
Influencesetting (you can copy the modifier from the same opposite bone)In the
Pathvalue onvarinput variable, change the suffix on the linePRP-Arm.LintoPRP-Arm.R.
DEF-Ankle.RCopy Trans To IK
Add driver to the
Influencesetting (you can copy the modifier from the same opposite bone)In the
Pathvalue onvarinput variable, change the suffix on the linePRP-Arm.LintoPRP-Arm.R.
CTL-Ankle.IK.RCopy Rot To Leg_IK
Add driver to the
Influencesetting (you can copy the modifier from the same opposite bone)In the
Pathvalue onvarinput variable, change the suffix on the linePRP-Arm.LintoPRP-Arm.R.
Properties
PRP-Leg.L/R
Foot Roll Module
Parent Setup
BUF-FootRoll1.L/R(parent your leg buffer IK controller here)BUF-FootRoll4.L/R(parent this to the leg main IK controller)CTL-Foot_Roll.L/R(parent this to the leg main IK controller)
MC Finger Module
Parent Setup
CTL-Thumb_T/M/B.L/R(parent your Thumb finger mesh here. Use Alex variant for Alex's arm fingers)CTL-Index_T/M/B.L/R(parent your Index finger mesh here. Use Alex variant for Alex's arm fingers)CTL-Middlex_T/M/B.L/R(parent your Middle finger mesh here. Use Alex variant for Alex's arm fingers)CTL-Ring_T/M/B.L/R(parent your Ring finger mesh here. Use Alex variant for Alex's arm fingers)CTL-Pinky_T/M/B.L/R(parent your Pinky finger mesh here. Use Alex variant for Alex's arm fingers)BUF-Finger_Root.L/R(parent this toDEF-Wrist.L/Ron the Arm Module)
Constrains Setup
BUF-Finger_Rot.L/RCopy Rot To Wrist (set the Target to your rig and Bone to
BUF-Wrist.L/Ron the Arm Module)
DEF-Finger_Pivot.L/RTrans To Finger_Rot [R-X=G-YZ] {1/2} (adjust location if needed)
Trans To Finger_Rot [R-X=R-X] (adjust rotation if needed)
Trans To Finger_Rot [R-Z=G-XY] {1/2} (adjust location if needed)
Trans To Finger_Rot [R-Z=R-Z] (adjust rotation if needed)
Generic Finger Module
Parent Setup
CTL-Thumb_T/M/B.L/R(parent your Thumb finger mesh here)CTL-Index_T/M/B.L/R(parent your Index finger mesh here)CTL-Middlex_T/M/B.L/R(parent your Middle finger mesh here)CTL-Ring_T/M/B.L/R(parent your Ring finger mesh here)CTL-Pinky_T/M/B.L/R(parent your Pinky finger mesh here)DEF-Finger_Root.L/R(parent this to DEF-Wrist.L/R on the Arm Module)
Simple Bendy Module
Parent Setup
BDY-Bendy_Simple_Body(parent any mesh/bone that you want to parent following the bendy bone deformation)
Double Bendy Module
Parent Setup
BDY-Bendy_Double_T_Body(parent any mesh/bone that you want to parent following the top bendy bone deformation)BDY-Bendy_Double_B_Body(parent any mesh/bone that you want to parent following the top bendy bone deformation)
Corner Bendy Module
Parent Setup
BDY-Bendy_Corner_S1_Body(parent any mesh/bone that you want to parent following the side 1 bendy bone deformation)BDY-Bendy_Corner_S2_Body(parent any mesh/bone that you want to parent following the side 2 bendy bone deformation)BDY-Bendy_Corner_Main_Body(parent any mesh/bone that you want to parent following the main bendy bone deformation)
Facial Module
Parent Setup
DEF-Facial_Root(recommended that you parent this to DEF-Head_Stretch on the Head Module)BUF-Facial_Root(recommended that you parent this to CTL-Head on the Head Module)
Extras
The teeth bones are tied both to the
HLP-Spline_Teeth_BandHLP-Spline_Teeth_Tcurve. When moving the head module, move the curves with the module as well.Once the modules are merged. Make sure to fix the
HLP-Spline_Teeth_BandHLP-Spline_Teeth_Tcurves hook modifier by setting the Object to your rig. Do this on all hook modifiers on both curves.Don't parent the
HLP-Spline_Teeth_BandHLP-Spline_Teeth_Tcurves to the rig.
Properties
CTL-Face_Panel
Neck Set
Parent Setup
CTL-Neck(parent this to theCTL-Torso_Tailon the Torso Module)GEO-Neck(parent this to your rig as Object with Keep Transform)
Extras
Set the Object on
GEO-NeckArmature modifier to your rig.Optionally, set the
Objecton both Boolean (Fast) and Boolean (Exact) modifiers onGEO-Neckto the head mesh to prevent the neck mesh from clipping into the mouth.
Wrinkle Set
Parent Setup
PRP-Wrinkle(parent this toCTL-Headon the Head Module)BUF-Wrinkle_Eye_Root.L/R(parent this toCTL-Eye_Root.L/Ron the Facial Module)BUF-Wrinkle_Eyebrow_Root.L/R(parent this toCTL-Eyebrow_Root.L/Ron the Facial Module)HLP-Surface_Wrinkle_Eye.L/R(parent this toCTL-Eye_Root.L/Ron the Facial Module)HLP-Surface_Wrinkle_Eyebrow.L(parent this toCTL-Eyebrow_Root.L/Ron the Facial Module)HLP-Deform_Wrinkle_Shocked1.L/R(parent this toBUF-Wrinkle_Eye_Root.L/Ron the Wrinkle Set Module)HLP-Deform_Wrinkle_Shocked2.L/R(parent this toBUF-Wrinkle_Eye_Root.L/Ron the Wrinkle Set Module)GEO-Wrinkle_Shocked.L/R(parent this toBUF-Wrinkle_Eye_Root.L/Ron the Wrinkle Set Module)GEO-Wrinkle_Eye_Bag(parent this to your rig as Object with Keep Transform)GEO-Wrinkle_Eyebrow(parent this to your rig as Object with Keep Transform)GEO-Wrinkle_Eyelid_B1 (parent this to your rig as Object with Keep Transform)GEO-Wrinkle_Eyelid_B2(parent this to your rig as Object with Keep Transform)GEO-Wrinkle_Eyelid_T1(parent this to your rig as Object with Keep Transform)GEO-Wrinkle_Eyelid_T2(parent this to your rig as Object with Keep Transform)GEO-Wrinkle_Frown(parent this to your rig as Object with Keep Transform)GEO-Wrinkle_Tear_Troughs(parent this to your rig as Object with Keep Transform)
Constraints Setup
CTL-Wrinkle_Eyebrow.L/RCopy Trans To Eyelid_B_Head (set the Target to your rig and Bone to
CTL-Eyelid_B_Head.L/Ron the Facial Module)
CTL-Wrinkle_B_R.L/RCopy Trans To Eyelid_B_Tail (set the Target to your rig and Bone to
CTL-Eyelid_B_Tail.L/Ron the Facial Module)
CTL-Wrinkle_S.Deform.L/RCopy Trans To Eyelid_S (set the Target to your rig and Bone to
CTL-Eyelid_S.L/Ron the Facial Module)
CTL-Wrinkle_T_R.L/RCopy Trans To Eyelid_T_Tail (set the Target to your rig and Bone to
CTL-Eyelid_T_Tail.L/Ron the Facial Module)
CTL-Wrinkle_T_L.L/RCopy Trans To Eyelid_T_Head (set the Target to your rig and Bone to
CTL-Eyelid_T_Head.L/Ron the Facial Module)
CTL-Wrinkle_Eyebrow.L/RCopy Trans To Eyebrow_Head (set the Target to your rig and Bone to
CTL-Eyebrow_Head.L/Ron the Facial Module)
BUF-Wrinkle_Eyebrow_Rotation.L/RCopy Trans To Eyebrow_Rot (set the Target to your rig and Bone to
CTL-Eyebrow_Rot.L/Ron the Facial Module)
Extras
Set the
Objecton all the wrinkle mesh (except forGEO-Wrinkle_Shocked.L/R) Armature modifier to your rig.
Properties
PRP-Wrinkle
Snout Set
Parent Setup
CTL-Snout_Root(parent this toDEF-Head_Stretchon the Head Module)HLP-Deform_Snout_B(parent this to your rig as Object with Keep Transform)HLP-Deform_Snout_Bend(parent this to your rig as Object with Keep Transform)HLP-Deform_Snout_T(parent this to your rig as Object with Keep Transform)HLP-Deform_Snout_Taper_B(parent this to your rig as Object with Keep Transform)HLP-Deform_Snout_Taper_T(parent this to your rig as Object with Keep Transform)GEO-Mouth_Wall(parent this to your rig as Object with Keep Transform)GEO-Nose(parent this to your rig as Object with Keep Transform)GEO-Snout_B(parent this to your rig as Object with Keep Transform)GEO-Snout_T(parent this to your rig as Object with Keep Transform)GEO-Snout_Teeth_B(parent this to your rig as Object with Keep Transform)GEO-Snout_Teeth_T(parent this to your rig as Object with Keep Transform)GEO-Snout_Teeth_Closed(parent this to your rig as Object with Keep Transform)GEO-Tongue_Snout(parent this to your rig as Object with Keep Transform)
Extras
Set the
ObjectonGEO-Mouth_Wall,GEO-Snout_Teeth_T,GEO-Snout_Teeth_B, andGEO-Tongue_SnoutArmature modifier to your rig.Set the Object on
HLP-Deform_Snout_TandHLP-Deform_Snout_BArmature modifier to your rig.
Properties
CTL-Snout_Root
3D Facial Set
Parent Setup
GEO-Head_Face.MC/Takai(parent this to your rig as Object with Keep Transform)GEO-Head_Inside.MC/Takai(parent this to DEF-Head_Stretch on the Head Module)GEO-Teeth_Flat.MC/Takai(parent this to your rig as Object with Keep Transform)GEO-Teeth_Sharp.MC/Takai(parent this to your rig as Object with Keep Transform)GEO-Tongue.MC/Takai(parent this to your rig as Object with Keep Transform)GEO-Eyebrows(parent this to your rig as Object with Keep Transform)GEO-Iris(parent this to your rig as Object with Keep Transform)HLP-Anchor_Face_UV_Back.MC/Takai(parent this toDEF-Head_Stretchon the Head Module)HLP-Anchor_Face_UV_Bottom.MC/Takai(parent this toDEF-Head_Stretchon the Head Module)HLP-Anchor_Face_UV_Front.MC/Takai(parent this to DEF-Head_Stretch on the Head Module)HLP-Anchor_Face_UV_Side.MC/Takai.L/R(parent this toDEF-Head_Stretchon the Head Module)HLP-Anchor_Face_UV_Top.MC/Takai(parent this toDEF-Head_Stretchon the Head Module)HLP-Teeth_Bool.MC/Takai(parent this toDEF-Head_Stretchon the Head Module)HLP-Tongue_Bool.MC/Takai(parent this toDEF-Head_Stretchon the Head Module)
Extras
Set the
Objecton all mesh with the Armature modifier to your rig.
2D Facial Set
Parent Setup
GEO-Eyebrows.L/R(parent this to your rig as Object with Keep Transform)GEO-Eyelash.L/R(parent this to your rig as Object with Keep Transform)GEO-Eyes.L/R(parent this to your rig as Object with Keep Transform)GEO-Mouth(parent this to your rig as Object with Keep Transform)HLP-Visual_Iris.L/R(parent this toCTL-Iris.L/Ron the Facial Module)HLP-Visual_Teeth_T(parent this toDEF-Teeth_Ton the Facial Module)HLP-Visual_Teeth_B(parent this toDEF-Teeth_Bon the Facial Module)HLP-Anchor_Iris.L/R(parent this toCTL-Iris.L/Ron the Facial Module)HLP-Anchor_Teeth_T(parent this toDEF-Teeth_Ton the Facial Module)HLP-Anchor_Teeth_B(parent this toDEF-Teeth_Bon the Facial Module)HLP-Surface_2D_Eye.L/R(parent this toCTL-Eye_Root.L/Ron the Facial Module)HLP-Surface_2D_Eyebrow.L/R(parent this toCTL-Eyebrow_Root.L/Ron the Facial Module)HLP-Surface_2D_Mouth(parent this toCTL-Mouth_Rooton the Facial Module)HLP-Boolean_Eyes.L/R(parent this to your rig as Object with Keep Transform)HLP-Boolean_Mouth(parent this to your rig as Object with Keep Transform)
Extras
Set the
Objecton all mesh with the Armature modifier to your rig.Set the
Objecton all boolean with the Armature modifier to your rig.
Limb Tweaks Set
Before using the Limb Tweak Set, you need to subdivide DEF-Limb_Spline_T.L/R.001. The amount depends on your needs. But make sure that it is divisible by 2.
Parent Setup
CTL-Limb_Tweak_E_T.L/R(parent this to the upper deform bone of your limb, likeDEF-Arm_Upper.L/Ron the Arm Module)CTL-Limb_Tweak_M_T.L/R(parent this to the upper deform bone of your limb, likeDEF-Arm_Upper.L/Ron the Arm Module)CTL-Limb_Tweak_S_T.L/R(parent this to the upper deform bone of your limb, likeDEF-Arm_Upper.L/Ron the Arm Module)CTL-Limb_Tweak_E_B.L/R(parent this to the lower deform bone of your limb, likeDEF-Arm_Lower.L/Ron the Arm Module)CTL-Limb_Tweak_M_B.L/R(parent this to the lower deform bone of your limb, likeDEF-Arm_Lower.L/Ron the Arm Module)CTL-Limb_Tweak_S_B.L/R(parent this to the end deform bone of your limb, likeDEF-Wrist.L/Ron the Arm Module)
Constraints Setup
Add a Spline IK constraint
DEF-Limb_Spline_T.L/R.001. Set the Chain Length to the number of bones on theLimb_Spline_Tchain. And set theObjecttoHLP-Limb_Spline_T.L/R.Add a Spline IK constraint
DEF-Limb_Spline_B.L/R.001. Set the Chain Length to the number of bones on theLimb_Spline_Bchain. And set theObjecttoHLP-Limb_Spline_B.L/R.
Extras
Once the modules are merged. Make sure to fix the spline curves hook modifier by setting the Object to your rig. Do this on all hook modifiers on the curves.
Don't parent the spline curves to the rig.
MC Mesh Set
Parent Setup
GEO-Arm.Finger.Steve.L/R(parent this to your rig as Object with Keep Transform)GEO-Arm.Steve.L/R(parent this to your rig as Object with Keep Transform)GEO-Arm.Alex.L/R (parent this to your rig as Object with Keep Transform)GEO-Arm.Finger.Alex.L/R(parent this to your rig as Object with Keep Transform)GEO-Arm.3px.L/R(parent this to your rig as Object with Keep Transform)GEO-Arm.Finger.3px.L/R(parent this to your rig as Object with Keep Transform)GEO-Leg.L/R(parent this to your rig as Object with Keep Transform)GEO-Head_Main(parent this to DEF-Head_Stretch on the Head Module)GEO-Torso(parent this to your rig as Object with Keep Transform)
Extras
Set the
Objecton all mesh with the Armature modifier to your rig.Set the
Objecton all mesh with the lattice modifier to the right lattice.
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