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 rig building using rig modules.

Importing Modules

To get started, first import the modules you'll need to build the rig. To import it, it's the same as importing rig assets. Note that when importing modules, it is recommended that you 0 out the location on the Operator panel.

Adjusting Bones

After you import the assets, you need to adjust them to fit your model. You can start by repositioning the module to your desired position. One thing to note is that you can scale the module, but it might cause some issues with some rig modules. Once the module is in place, you can start modifying the bones. But be careful when adjusting the bones, as some modules have multiple bones (like the limb IK, FK, and Deform bones) that need to be aligned.

Duplicate and Mirroring

For some modules like the limb, fingers, etc. You'll need to create a duplicate that you later mirror to the opposite side. To do this, first change the module origin point to the world origin. Then create a duplicate of the module. Then you Mirror it to Global X. Once the module is mirrored, you must apply the transformation. After that, you need to change the suffix on each bone on the duplicate from .L to .R. You can easily do this by selecting all bones and using the Batch Rename operator by pressing Ctrl+F2. Note that some modules might break when you mirror them and require you to make some modifications to the constraints.

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 the Rig Modules section. After the armature is ready, you can now start skinning/parenting your model to the rig.

Known Issues and Fixes

Stretch Bone Length Bug

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, first, disable the original stretch to constraints. Then select the tail bone and body bone (You can find the tail bone name on the constraints). Then press Ctrl+Shift+C and select Stretch To. After that copy the Original Length value and paste it into the original constraints. And finally, delete the new constraints and reenable the original constraints.

Location Transform And Limit Constraints Bug

Some modules when scaled or mirrored will cause some constraints to break. This is due to the use of limit location and location transform constraints. As the value is hardcoded, any changes to the module will cause the constraints to be unsynchronised. So when scaling or mirroring those modules, you need to understand what constraints you'll need to fix afterward.

Here is the list of modules that might cause issues when scaled or mirrored:

  • Vanilla Face Rig

  • Vanilla Finger Rig

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