NOMA
DEFORMATION BONES
DEF-Pot
PARENT: CTRL-Pot
DEF-Body-lower
PARENT: CTRL-ROT-Body
CONSTRAINTS: Damped Track + Stretch to: CTRL-TWIST-Body
DEF-Body-upper
PARENT: INT-Body
HIDDEN BONES
INT-Body
USE: To be a parent of CTRL-BodyTwist to isolate its rotation from CTRL-ROT-Body.
PARENT: CTRL-POT
CONTROL BONES
CTRL-Pot
USE: Controls all transforms of the entire mesh. Can be transformed in all channels.
PARENT: ROOT
CTRL-ROT-Body
USE: Can only rotate on the Z axis. Location is locked through copy location of INT-BODY. Keeps the lower half of the creature attached to the pot.
CONSTRAINTS: Copies rotation and location from INT-Body.
PARENT: ROOT
CTRL-TWIST-Body
USE: Deforms the upper half of the creature. Can be transformed in all channels.
PARENT: INT-Body
Examples of some of some of my rigging notes .
VIVI
DEFORMATION BONES
All deformation bones have a copy transforms constraint with their target as their TGT bone counterparts.
PARENT (all): ROOT
HIDDEN BONES
FOOT ROLL MECHANISM - IK
MCH-FOOT-IK.L / R
USE: Act as IK target for IK-SHIN
PARENT: MCH-FOOT-ROLL-01.L / R
MCH-IK-FOOT.L / R
USE: As a target for foot IK / FK switch to copy its transforms, which affects DEF-FOOT.L / R
CONSTRAINTS: Copy transforms from MCH-FOOT-IK.L / R
PARENT: MCH-IK-SHIN.L / R
MCH-FOOT-ROLL-01.L / R
USE: Rotate foot forward (bending toes) (X axis)
CONSTRAINTS: Copy X rotation from CTRL-FOOT-ROLL.L / R, Limit rotation: X axis - Min = 0, Max = 180, local space
PARENT: MCH-FOOT-ROLL-02.L / R
MCH-FOOT-ROLL-02.L / R
USE: Rotate foot backward (onto heel) (X axis)
CONSTRAINTS: Copy X rotation from CTRL-FOOT-ROLL.L / R, Limit rotation: X axis - Min = -180, Max = 0, local space
PARENT: MCH-FOOT-SIDE-ROLL-01.L / R
MCH-FOOT-SIDE-ROLL-01.L / R
USE: Rotate foot toward the inner side of the leg (Y axis) (bone roll must be offset by 90 degrees from first 2 foot roll bones to work)
CONSTRAINTS: Copy Z Rotation from CTRL-FOOT-ROLL.L / R, Limit rotation: X axis - Min = -180, Max = 0, local space
PARENT: MCH-FOOT-SIDE-ROLL-02.L / R
MCH-FOOT-SIDE-ROLL-02.L / R
USE: Rotate foot toward the outer side of the leg (Y axis) (bone roll must be offset by 90 degrees from the first 2 foot roll bones to work)
CONSTRAINTS: Copy Z Rotation from CTRL-FOOT-ROLL.L / R, Limit rotation: X axis - Min =0, Max = 180, local space
PARENT: CTRL-FOOT-IK.L / R
IK / FK SWITCH
All IK / FK switch bones (arms and legs, named with prefix MCH-SWITCH-) are hidden and have a copy location, scale (only Y axis), and copy rotation for their IK target counterparts, and a copy transform on their FK counterpart. The FK copy transforms has a driver for the influence that can be toggled on and off to switch from IK to FK.
ROTATION ISOLATION
All MCH-INT-SOCKET bones have a copy location and copy rotation constraints onto their MCH-SOCKET counterparts. Copy rotation has a driver on the influence that can be toggled on or off to either isolate its rotation or follow the rotation of the parent bone (ex: arm following rotation of torso).
PARENT (all): ROOT
CONTROL BONES
TORSO CONTROLLERS
CTRL-HIPS
USE: Control the hips of the character. The position of the hip controller is the same as the chest and torso controller.
PARENT: CTRL-TORSO
CTRL-TORSO
USE: Controls the entire torso of the character. The whole character will move with this bone if IK is disabled.
PARENT: ROOT
CTRL-CHEST
USE: Controls chest and upper body of the character. Squashing and stretching the upper body is possible.
PARENT: CTRL-TORSO
SQUASH/STRETCH DEFORMATIONS WITHIN MESH
All TGT- bones are parented to a CTRL-TWEAK bone at the head position. The TGT- bones have a stretch to constraint with the target CTRL-TWEAK bone at the tail position.
HAND CONTROLLERS
Every joint on the hand has a copy rotation constraint (X axis, local space) with the target as the finger controller. The finger controllers have a copy rotation (X axis, local space) with the target as CTRL-FINGER-ROT-MASTER.L / R.
Each base bone (TGT-FINGER-) has a rotation constraint on the CTRL-FINGER- bones. The CTRL-FINGER- bones also have a copy rotation constraint with the target: CTRL-FINGER-MASTER.L / R
CTRL-PALM-D.L / R
USE: Controls the rotation of the palm.
CONSTRAINTS: (As the target) Copy rotation (local space), for each finger away from this controller, the influence decreases by 0.3.
PARENT: TGT-HAND.L / R
EYE CONTROLLERS
CTRL-EYE-TGT.L / R
USE: Controls the direction of the eye. Each eye can be adjusted individually.
CONSTRAINTS: (As the target) Damped track on the TGT-EYE.L / R bones.
PARENT: CTRL-EYES-TGT
CTRL-EYES-TGT
USE: Controls both eyes at the same time.
PARENT: MCH-INT-EYES-TGT (to prevent this bone from being scaled down by the head when squashing and stretching)
PUPIL CONTROLLERS
CTRL-SHAPE-EYE-DILATE.L / R
USE: Influences shape key that dilates/constricts the pupil. Each pupil can be adjusted individually.
CONSTRAINTS: Copy location (Z location with offset / add) on the CTRL-EYELID-UP.L / R. This is to have the eyes dilate when the eyelids lower.
PARENT: ROOT