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 like CTL-Chest_Upper on the Torso Module or the CTL-Neck on the Neck Set)

Settings Module

Parent Setup

  • PRP-Main (parent this to CTL-Head on 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 the CTL-Root_Child on the Root Module)

Arm Module

Parent Setup

  • PRP-Arm.L/R (the root of the arm module where you should parent it to something like CTL-Shoulder.L/R on the Torso Module)

  • CTL-Arm_IK.L/R (recommended that you parent this to CTL-Root_Child on the Root Module)

  • CTL-Arm_Pole.L/R (recommended that you parent this to CTL-Arm_IK.L/R on the Arm Module)

  • DEF-Wrist.L/R (parent any mesh/bone that you want to parent following the wrist)

Driver Fix

  • DEF-Arm_Upper.R

    • Copy Trans To IK

      • Add driver to the Influence setting (you can copy the modifier from the same opposite bone)

      • In the Path value on var input variable, change the suffix on the line PRP-Arm.L into PRP-Arm.R.

  • DEF-Arm_Lower.R

    • Copy Trans To IK

      • Add driver to the Influence setting (you can copy the modifier from the same opposite bone)

      • In the Path value on var input variable, change the suffix on the line PRP-Arm.L into PRP-Arm.R.

  • DEF-Wrist.R

    • Copy Trans To IK

      • Add driver to the Influence setting (you can copy the modifier from the same opposite bone)

      • In the Path value on var input variable, change the suffix on the line PRP-Arm.L into PRP-Arm.R.

  • CTL-Wrist.IK.R

    • Copy Rot To Arm_IK

      • Add driver to the Influence setting (you can copy the modifier from the same opposite bone)

      • In the Path value on var input variable, change the suffix on the line PRP-Arm.L into PRP-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 like CTL-Hip on the Torso Module)

  • CTL-Leg_IK.L/R (recommended that you parent this to CTL-Root_Child on the Root Module)

  • CTL-Leg_Pole.L/R (recommended that you parent this to CTL-Leg_IK.L/R on the Leg Module)

  • DEF-Ankle.L/R (parent any mesh/bone that you want to parent following the ankle)

Driver Fix

  • DEF-Leg_Upper.R

    • Copy Trans To IK

      • Add driver to the Influence setting (you can copy the modifier from the same opposite bone)

      • In the Path value on var input variable, change the suffix on the line PRP-Arm.L into PRP-Arm.R.

  • DEF-Leg_Lower.R

    • Copy Trans To IK

      • Add driver to the Influence setting (you can copy the modifier from the same opposite bone)

      • In the Path value on var input variable, change the suffix on the line PRP-Arm.L into PRP-Arm.R.

  • DEF-Ankle.R

    • Copy Trans To IK

      • Add driver to the Influence setting (you can copy the modifier from the same opposite bone)

      • In the Path value on var input variable, change the suffix on the line PRP-Arm.L into PRP-Arm.R.

  • CTL-Ankle.IK.R

    • Copy Rot To Leg_IK

      • Add driver to the Influence setting (you can copy the modifier from the same opposite bone)

      • In the Path value on var input variable, change the suffix on the line PRP-Arm.L into PRP-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 to DEF-Wrist.L/R on the Arm Module)

Constrains Setup

  • BUF-Finger_Rot.L/R

    • Copy Rot To Wrist (set the Target to your rig and Bone to BUF-Wrist.L/R on the Arm Module)

  • DEF-Finger_Pivot.L/R

    • Trans 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_B and HLP-Spline_Teeth_T curve. 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_B and HLP-Spline_Teeth_T curves 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_B and HLP-Spline_Teeth_T curves to the rig.

Properties

  • CTL-Face_Panel

Neck Set

Parent Setup

  • CTL-Neck (parent this to the CTL-Torso_Tail on the Torso Module)

  • GEO-Neck (parent this to your rig as Object with Keep Transform)

Extras

  • Set the Object on GEO-Neck Armature modifier to your rig.

  • Optionally, set the Object on both Boolean (Fast) and Boolean (Exact) modifiers on GEO-Neck to the head mesh to prevent the neck mesh from clipping into the mouth.

Wrinkle Set

Parent Setup

  • PRP-Wrinkle (parent this to CTL-Head on the Head Module)

  • BUF-Wrinkle_Eye_Root.L/R (parent this to CTL-Eye_Root.L/R on the Facial Module)

  • BUF-Wrinkle_Eyebrow_Root.L/R (parent this to CTL-Eyebrow_Root.L/R on the Facial Module)

  • HLP-Surface_Wrinkle_Eye.L/R (parent this to CTL-Eye_Root.L/R on the Facial Module)

  • HLP-Surface_Wrinkle_Eyebrow.L (parent this to CTL-Eyebrow_Root.L/R on the Facial Module)

  • HLP-Deform_Wrinkle_Shocked1.L/R (parent this to BUF-Wrinkle_Eye_Root.L/R on the Wrinkle Set Module)

  • HLP-Deform_Wrinkle_Shocked2.L/R (parent this to BUF-Wrinkle_Eye_Root.L/R on the Wrinkle Set Module)

  • GEO-Wrinkle_Shocked.L/R (parent this to BUF-Wrinkle_Eye_Root.L/R on 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/R

    • Copy Trans To Eyelid_B_Head (set the Target to your rig and Bone to CTL-Eyelid_B_Head.L/R on the Facial Module)

  • CTL-Wrinkle_B_R.L/R

    • Copy Trans To Eyelid_B_Tail (set the Target to your rig and Bone to CTL-Eyelid_B_Tail.L/R on the Facial Module)

  • CTL-Wrinkle_S.Deform.L/R

    • Copy Trans To Eyelid_S (set the Target to your rig and Bone to CTL-Eyelid_S.L/R on the Facial Module)

  • CTL-Wrinkle_T_R.L/R

    • Copy Trans To Eyelid_T_Tail (set the Target to your rig and Bone to CTL-Eyelid_T_Tail.L/R on the Facial Module)

  • CTL-Wrinkle_T_L.L/R

    • Copy Trans To Eyelid_T_Head (set the Target to your rig and Bone to CTL-Eyelid_T_Head.L/R on the Facial Module)

  • CTL-Wrinkle_Eyebrow.L/R

    • Copy Trans To Eyebrow_Head (set the Target to your rig and Bone to CTL-Eyebrow_Head.L/R on the Facial Module)

  • BUF-Wrinkle_Eyebrow_Rotation.L/R

    • Copy Trans To Eyebrow_Rot (set the Target to your rig and Bone to CTL-Eyebrow_Rot.L/R on the Facial Module)

Extras

  • Set the Object on all the wrinkle mesh (except for GEO-Wrinkle_Shocked.L/R) Armature modifier to your rig.

Properties

  • PRP-Wrinkle

Snout Set

Parent Setup

  • CTL-Snout_Root (parent this to DEF-Head_Stretch on 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 Object on GEO-Mouth_Wall, GEO-Snout_Teeth_T, GEO-Snout_Teeth_B, and GEO-Tongue_Snout Armature modifier to your rig.

  • Set the Object on HLP-Deform_Snout_T and HLP-Deform_Snout_B Armature 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 to DEF-Head_Stretch on the Head Module)

  • HLP-Anchor_Face_UV_Bottom.MC/Takai (parent this to DEF-Head_Stretch on 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 to DEF-Head_Stretch on the Head Module)

  • HLP-Anchor_Face_UV_Top.MC/Takai (parent this to DEF-Head_Stretch on the Head Module)

  • HLP-Teeth_Bool.MC/Takai (parent this to DEF-Head_Stretch on the Head Module)

  • HLP-Tongue_Bool.MC/Takai (parent this to DEF-Head_Stretch on the Head Module)

Extras

  • Set the Object on 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 to CTL-Iris.L/R on the Facial Module)

  • HLP-Visual_Teeth_T (parent this to DEF-Teeth_T on the Facial Module)

  • HLP-Visual_Teeth_B (parent this to DEF-Teeth_B on the Facial Module)

  • HLP-Anchor_Iris.L/R (parent this to CTL-Iris.L/R on the Facial Module)

  • HLP-Anchor_Teeth_T (parent this to DEF-Teeth_T on the Facial Module)

  • HLP-Anchor_Teeth_B (parent this to DEF-Teeth_B on the Facial Module)

  • HLP-Surface_2D_Eye.L/R (parent this to CTL-Eye_Root.L/R on the Facial Module)

  • HLP-Surface_2D_Eyebrow.L/R (parent this to CTL-Eyebrow_Root.L/R on the Facial Module)

  • HLP-Surface_2D_Mouth (parent this to CTL-Mouth_Root on 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 Object on all mesh with the Armature modifier to your rig.

  • Set the Object on 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, like DEF-Arm_Upper.L/R on the Arm Module)

  • CTL-Limb_Tweak_M_T.L/R (parent this to the upper deform bone of your limb, like DEF-Arm_Upper.L/R on the Arm Module)

  • CTL-Limb_Tweak_S_T.L/R (parent this to the upper deform bone of your limb, like DEF-Arm_Upper.L/R on the Arm Module)

  • CTL-Limb_Tweak_E_B.L/R (parent this to the lower deform bone of your limb, like DEF-Arm_Lower.L/R on the Arm Module)

  • CTL-Limb_Tweak_M_B.L/R (parent this to the lower deform bone of your limb, like DEF-Arm_Lower.L/R on the Arm Module)

  • CTL-Limb_Tweak_S_B.L/R (parent this to the end deform bone of your limb, like DEF-Wrist.L/R on 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 the Limb_Spline_T chain. And set the Object to HLP-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 the Limb_Spline_B chain. And set the Object to HLP-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 Object on all mesh with the Armature modifier to your rig.

  • Set the Object on all mesh with the lattice modifier to the right lattice.

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