{"id":1621,"date":"2017-03-12T23:54:48","date_gmt":"2017-03-12T23:54:48","guid":{"rendered":"http:\/\/avastar.online\/?page_id=1621"},"modified":"2022-02-08T12:20:20","modified_gmt":"2022-02-08T12:20:20","slug":"rig-config","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/279\/help\/toolshelf\/rig-config\/","title":{"rendered":"Rig Config Panel"},"content":{"rendered":"<div class=\"row-fluid\">\n<div class=\"rhcol span10\">\n<h2><image src=\"\/avastar\/279\/wp-content\/uploads\/2019\/07\/approve_logo_250.png\" style=\"width:120px;vertical-align:middle;margin-left:0px;margin-right:10px;\"><\/image>Rig Config Panel<\/h2>\n<\/div>\n<div class=\"rhcol span2\">\n<a class=\"mamap\" href=\"\/wp-content\/uploads\/2018\/08\/panel_rig_config.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"\/wp-content\/uploads\/2018\/08\/panel_rig_config.png\" \/><\/a>\n<\/div>\n<\/div>\n<h3>Bone Deform Settings<\/h3>\n<p>Not all bones take direct influence on the mesh. In fact by default only the 26 <em>SL Base Bones <\/em>of the Avastar Rig are directly used as Deforming bones for (classic) skeletal Mesh animation.<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>If we want to use the Bento bones, then we need to enable the <em><span style=\"color: #ff6600;\">Extended SL Bones<\/span><\/em> as deforming bones. And if we want to create Fitted Mesh then we additionally have to enable the 26 <em><span style=\"color: #ff6600;\">Collision Volume Bones<\/span><\/em> for deforming.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image381.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2006 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image381.png\" alt=\"\" width=\"227\" height=\"211\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p><span style=\"color: #ff6600;\"><strong><span style=\"color: #3366ff;\">Note:<\/span> <\/strong>The Bone Deform Settings are only available in Pose mode and in Edit mode<\/span><\/p>\n<p>However when you create a Rig in Avastar-2 you normally do not have to take care of the deform Bone settings. Avastar now enables all SL bones (Basic, Extended and Volume Bones) as deform bones. The Panel still exists so that you can setup things individually:<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span12\">\n<ul>\n<li><em><span style=\"color: #ff6600;\">Deform:<\/span> <\/em>Disable or Enable the selected Bones as Deform Bones.<\/li>\n<li><em><span style=\"color: #ff6600;\">SL:<\/span><\/em> Disable or Enable the entire set of SL Base Bones as Deform Bones<\/li>\n<li><em><span style=\"color: #ff6600;\">Ext:<\/span><\/em> Disable or Enable the entire set of SL Extended Bones (Bento Bones) as Deform Bones<\/li>\n<li><em><span style=\"color: #ff6600;\">Vol:<\/span> <\/em>Disable or Enable the entire set of Collision Volume Bones as Deform Bones<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> <span style=\"color: #ff6600;\"><strong>Hint:<\/strong><\/span> When your Skeleton refused to animate the mesh and when you are Sure the weight maps exist for your bones and they are filled with reasonable weights, then often the Bones are not marked as Deform Bones. In that case you can use this Panel for instant fixing.<\/div>\n<h3>Structure Constraints<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span6\">The Avastar Rig also contains a set of Structure Bones, although there are no corresponding SL Base Bone available. The structure Bones are mostly beneficial for Animation when you create non Human characters like Quadrupeds for example (dogs, cats, lions, horses, &#8230;)<br \/>\nBy default the Structure Bones are not selectable. But when you work on non human skeletons you often want to reposition the structure bones as well.<\/div>\n<div class=\"rhcol span6\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1636 aligncenter\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image384.png\" alt=\"\" width=\"204\" height=\"180\" \/><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span6\">This is where the Structure Enable button comes into Play. When you enable Structure you can move the Structure Bones around just like all the other Control bones.<\/div>\n<div class=\"rhcol span6\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image385.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1637 aligncenter\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image385.png\" alt=\"Image385\" width=\"204\" height=\"53\" \/><\/a><\/div>\n<\/div>\n<h3>Spine Control<\/h3>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">More about the Spine<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span8\">\n<p>The spine is a set of 4 bones which are by default folded into the Rig as seen on the image aside. In fact we have a lower spine part (mSpine1 and mSpine2) and an upper spine part (mSpine3 and mSpine4)<\/p>\n<p>The two parts are separated by the Torso bone (mTorso)<\/p>\n<\/div>\n<div class=\"rhcol span4\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image382.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-1634 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image382.png\" width=\"227\" height=\"278\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span8\">\n<p>You see the topology of the Spine bones best when they are fully unfolded. (The 4 Spine bones are colorized in red for better visibility).<\/p>\n<\/div>\n<div class=\"rhcol span4\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image383.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1635\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image383.png\" alt=\"Image383\" width=\"245\" height=\"365\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image383.png 245w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2017\/03\/Image383-201x300.png 201w\" sizes=\"auto, (max-width: 245px) 100vw, 245px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<\/div><\/div>\n<p>The rig control panel provides a section for unfolding and folding the spone bones:<\/p>\n<div class=\"row-fluid\">\n<div class=\"rhcol span8\">\n<ul>\n<li><span style=\"color: #ff6600;\"><em>Reset Spine:<\/em><\/span> fold the spine bones into the neutral Spine default pose<\/li>\n<li><span style=\"color: #ff6600;\"><em>(Un-)Fold <span style=\"color: #ff6600;\">Lower<\/span><\/em>:<\/span> fold\/unfold only the lower spine bones<\/li>\n<li><span style=\"color: #ff6600;\"><em>(Un-)Fold Upper<\/em>:<\/span> fold\/unfold only the upper spine bones<\/li>\n<\/ul>\n<p>Note: The eye icon makes the Spine bones visible or invisible depending on its select state.<\/p>\n<\/div>\n<div class=\"rhcol span4\">\u00a0<a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/09\/Image644.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-4127\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2018\/09\/Image644.png\" alt=\"\" width=\"196\" height=\"115\" \/><\/a><\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Rig Config Panel Bone Deform Settings Not all bones take direct influence on the mesh. In fact by default only the 26 SL Base Bones of the Avastar Rig are directly used as Deforming bones for (classic) skeletal Mesh animation. If we want to use the Bento bones, then we need to enable the Extended [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":2006,"parent":3763,"menu_order":40,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_et_pb_use_builder":"off","_et_pb_old_content":"<div class=\"row-fluid\"><div class=\"rhcol span10\"><h2>Rig Config Panel [approved]<\/h2><\/div><div class=\"rhcol span2\"><p>[showtime url=\"\/wp-content\/uploads\/2018\/08\/panel_rig_config.png\"]<\/p><\/div><\/div><h3>Bone Deform Settings<\/h3><p>Not all bones take direct influence on the mesh. In fact by default only the 26 <em>SL Base Bones <\/em>of the Avastar Rig are directly used as Deforming bones for (classic) skeletal Mesh animation.<\/p><div class=\"row-fluid\"><div class=\"span6 rhcol\"><p>If we want to use the Bento bones, then we need to enable the <em><span style=\"color: #ff6600;\">Extended SL Bones<\/span><\/em> as deforming bones. And if we want to create Fitted Mesh then we additionally have to enable the 26 <em><span style=\"color: #ff6600;\">Collision Volume Bones<\/span><\/em> for deforming.<\/p><\/div><div class=\"span6 rhcol\"><p><a href=\"http:\/\/avastar.online\/wp-content\/uploads\/2017\/03\/Image381.png\"><img class=\"aligncenter wp-image-2006 size-full\" src=\"http:\/\/avastar.online\/wp-content\/uploads\/2017\/03\/Image381.png\" alt=\"\" width=\"227\" height=\"211\" \/><\/a><\/p><\/div><\/div><p><span style=\"color: #ff6600;\"><strong><span style=\"color: #3366ff;\">Note:<\/span> <\/strong>The Bone Deform Settings are only available in Pose mode and in Edit mode<\/span><\/p><p>However when you create a Rig in Avastar-2 you normally do not have to take care of the deform Bone settings. Avastar now enables all SL bones (Basic, Extended and Volume Bones) as deform bones. The Panel still exists so that you can setup things individually:<\/p><div class=\"row-fluid\"><div class=\"rhcol span12\"><ul><li><em><span style=\"color: #ff6600;\">Deform:<\/span> <\/em>Disable or Enable the selected Bones as Deform Bones.<\/li><li><em><span style=\"color: #ff6600;\">SL:<\/span><\/em> Disable or Enable the entire set of SL Base Bones as Deform Bones<\/li><li><em><span style=\"color: #ff6600;\">Ext:<\/span><\/em> Disable or Enable the entire set of SL Extended Bones (Bento Bones) as Deform Bones<\/li><li><em><span style=\"color: #ff6600;\">Vol:<\/span> <\/em>Disable or Enable the entire set of Collision Volume Bones as Deform Bones<\/li><\/ul><\/div><\/div><p>[symple_box color=\"yellow\" fade_in=\"false\" float=\"center\" text_align=\"left\" width=\"\"]<span style=\"color: #ff6600;\"><strong>Hint:<\/strong><\/span> When your Skeleton refused to animate the mesh and when you are Sure the weight maps exist for your bones and they are filled with reasonable weights, then often the Bones are not marked as Deform Bones. In that case you can use this Panel for instant fixing.[\/symple_box]<\/p><h3>Structure Constraints<\/h3><div class=\"row-fluid\"><div class=\"rhcol span6\">The Avastar Rig also contains a set of Structure Bones, although there are no corresponding SL Base Bone available. The structure Bones are mostly beneficial for Animation when you create non Human characters like Quadrupeds for example (dogs, cats, lions, horses, ...)<br \/>By default the Structure Bones are not selectable. But when you work on non human skeletons you often want to reposition the structure bones as well.<\/div><div class=\"rhcol span6\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_08.png\"><img class=\"aligncenter size-full wp-image-22304\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_08.png\" alt=\"rigging_08\" width=\"272\" height=\"311\" \/><\/a><\/div><\/div><div class=\"row-fluid\"><div class=\"rhcol span6\">This is where the Structure Enable button comes into Play. When you enable Structure you can move the Structure Bones around just like all the other Control bones.<\/div><div class=\"rhcol span6\"><a href=\"http:\/\/avastar.online\/wp-content\/uploads\/2017\/03\/Image385.png\"><img class=\"aligncenter size-full wp-image-1637\" src=\"http:\/\/avastar.online\/wp-content\/uploads\/2017\/03\/Image385.png\" alt=\"Image385\" width=\"204\" height=\"53\" \/><\/a><\/div><\/div><p>\u00a0<\/p>","_et_gb_content_width":"","footnotes":""},"categories":[4],"tags":[],"class_list":["post-1621","page","type-page","status-publish","has-post-thumbnail","hentry","category-help"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/1621","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/comments?post=1621"}],"version-history":[{"count":1,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/1621\/revisions"}],"predecessor-version":[{"id":5567,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/1621\/revisions\/5567"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/3763"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/media\/2006"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/media?parent=1621"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/categories?post=1621"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/tags?post=1621"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}