For Animators.¶
Evaluation settings.¶
We designed this rig to execute as quickly as possible. To achieve this, you need to use a GPU and parallel evaluation, so you need to turn on those in the settings.
Body Rig¶
In very simplified form this is how body rig works

Root Components¶
Contains four controllers:
- world_prim_cc - only for offsetting animation. Don’t animate that.
- world_sec_cc - The main rig controller. Use to move or scale the whole rig.
- cog_prim_cc - Main Center of Gravity control. Has all visibility switches.
- cog_sec_cc - Secondary Center of Gravity control.

Body Chain¶
Chain Settings :
- Arm, Leg, Finger, Spine, etc. - Are all Body Chains. Body chains can have components: IK, FK, Spline, JointControl
- Chain has a shape node that is instanced under every controller. This Shape has FK/IK switch attribute

- Rest Len Crv
- Normal curve length.
- Uniform Crv
- Uniform / Non Uniform Curve ( parameter distribution along curve )
- Start P Cr
- Start Curve parameter
- Mid P Crv
- Middle curve parameter
- End P Crv
- End Curve Parameter
- Stretch Crv
- Enable Stretch
- Shrink Crv
- Enable Shrink
- Mnt Vol Crv
- Volume preservation control.
FK Components¶
Forward kinematics chain controls. Every controller can be moved and rotated freely. Scales only in X axis(length) Rotate Order attribute allows to change rotate order without going to attribute editor. The last FK controller has a “Reverse” Attribute, which reverses chain’s hierarchy.

Space Attributes
First FK controller has space switching attributes ( Follow * ) Tweak those attributes to switch space e.g. detach arm from clavicle. Space can be switched for translation and rotation separately.

IK Components¶
Main Attributes
Inverse kinematics component:
- Start and tip controls can be moved and rotated freely.
- Second Controller is a pole vector. Move it to orient chain.
- Third controller ( if chain has 4 ) is second a knee rotator.
- Last controller is an ik effector.
- IK chain can have a footroll controller. It is next to effector controller. Rotate it to control footroll.

Space Attributes
- All IK controllers have Space attributes ( Follow * )
- Tweak those attributes to switch space e.g. orient chain with start controller.

Extra Attributes
- Soft IK
- Anti knee pop.
- Stretch
- Stretch toggle.
- Max Stretch
- maximum stretch. Relative to normal chain length.
- Tip Orient
- orients child chain to ik handle. E.g. foot to ik handle of leg.

Spline Components¶
Main Attributes
- To enable spline controls turn them on in cog_prim_cc
- All spline controls can be moved , rotated and scaled freely.
- Try to maintain orientation of chain (controls X axis should look roughly one direction and X twist difference should be less than 180 degrees between neighbour controls), or it can flip.

Control Attributes
- Tgl
- Attributes toggles controller.
- Back Tg Tgl
- Attribute toggles controller according to the back of the tangent. (tangents are just extra cv’s of main curve. )
- Fwrd Tg Tgl
- Attribute toggles controller according to the beginning of the tangent
- Tangent Len
- Attribute controls length of tangents.
- Tangent Aim
- If equals 1 - tangents aim to neighbour controllers, if 0 – to +-X axis of current controller.
- Tgl Twist
- If enabled, corresponding controller will control twist of the chain.

Sine Attributes
- Mag Pos Sin
- Position Sine wave Magnitude**
- Off Pos Sin
- Position Sine wave Offset**
- Frq Pos Sin
- Position Sine wave Frequency**
- Mag Wave Sin
- Twist Sine wave Magnitude**
- Off Wave Sin
- Twist Sine wave Offset**
- Frq Wave Sin
- Twist Sine wave Frequency
Lattice Components¶
Main Attributes
- To enable lattice controls turn them on in cog_prim_cc
- All lattice controls can be moved , rotated and scaled freely.
Face RIG¶
Head Controls¶
These are used to bend face. Control underlying lattice.
- Can be moved, scaled and rotated freely.
- Bend the whole face to exaggerate pose and/or give more organic look.
- You can tweak these controls to sculpt a bit different face ( for quick secondary character or sth )

Main Controls¶
These controls trigger face ”poses”.
- Move controls to trigger face expressions.
- If you need to push pose a bit further, then tweak Min Limit or Max Limit attributes ( Note that it might look broken. )

Part Controls¶
These controls are used to tweak face parts( eye, mouth, ear etc. )
- Can be moved, rotated and scaled freely.

Secondary controls¶
These controls are used to manually tweak the face pose if other methods don’t work.
- Can be moved, rotated and scaled freely.
- If controls are hidden, they are controlled by other. F.E. lip area controls are driven by lip controls. But you can turn those on, if you need. Visibility controls are under faceroot_cc
- Also these controls can be hidden for optimization purposes. Select other type of face controller and these will show up. Or use picker.

Picker¶
Installation¶
- Create an animation scene, reference the rig in there.
- Execute ps_animatorsUI.py in script editor tab(python)
- Select the folder containing the picker settings (pickerdata, pickerImage and rigstructure).
- Reload the picker window if needed.
- Picker should fetch compatible rigs in your scene.
Different types of icons :¶
COG : the outer icon selects the main COG controller, the inner icon selects the secondary COG controller

IK/FK : squares represent FK controllers, circles represent IK

Spline : The spline pickers are represented with the following icon. Only active when spline ctrls are enabled.


Joint : represented with the following icon.

Lattice Ctrls pickers : The lattice pickers are represented with the following icon. Only active when lattice ctrls are enabled.

Useful buttons:¶
- IK/FK
- Will switch selected chain from IK To FK mode and backwards. If Match checkbox is checked will also match chains pose.
- Mirror
- Will mirror selected controls to other side. If Full Chain Checkbox is active will mirror the full chain. If Affect Children Checkbox is active will mirror all childten chains as well. If you try to mirror center chain such as spine along with children chains, then side of the second controller in selection will tell script to which side to mirror.
- Reset
- Symply resets selected components to default state. Same rules as above apply, except for mirror side.
- Symm
- Makes pose symmetrical on selected components. Same rules as in mirror apply.
- Space combo boxes
- pFollow…, rFollow… change parent space of current controller. If Match checkbox is checked will also preserve position in world space.
- Add space
- If you dont have anough parent spaces on your controller you can add them by selecting a child object, then parent object and hitting that button.
- Main
- Toggles visibility of main controls.
- scnd
- Toggles visibility of secondary body controls(Spline, joint)
- face
- Toggles visibility on all face controls.
- latt
- Toggles lattice controls.
- pxmt
- Toggles proximity visibility mode on all controllers.
- hide
- Toggles hide on playback mode on all controllers.