{"id":438,"date":"2015-10-12T20:24:38","date_gmt":"2015-10-12T20:24:38","guid":{"rendered":"http:\/\/avastar.online\/?page_id=438"},"modified":"2015-10-12T20:24:38","modified_gmt":"2015-10-12T20:24:38","slug":"non-human-rigging","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/279\/avastar-2\/reference\/advanced\/non-human-rigging\/","title":{"rendered":"Non Human Rigging"},"content":{"rendered":"<h1 style=\"text-align: left;\"><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 a Creature<\/h1>\n<p style=\"text-align: center;\"><span style=\"font-size: 14pt;\">Note: You find the <a href=\"https:\/\/www.youtube.com\/watch?v=0Mh7Yxbbp_4\">Rigging a Horse<\/a> video on youtube <\/span><\/p>\n<p style=\"text-align: center;\"><span style=\"font-size: 14pt;\">The Video was made with Avastar-1<br \/>\n<\/span><span style=\"font-size: 14pt;\">but is still mostly valid.<\/span><span style=\"color: #ab2e2e; font-size: 14pt;\"><br \/>\n<\/span><\/p>\n<p style=\"text-align: center;\"><div class=\"symple-box  blue center \" style=\"text-align:left;\"> \n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">About this Document...<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span6\">\n<p><span style=\"color: #ff6600;\"><strong>Content:<\/strong><\/span><\/p>\n<p><strong>Create<\/strong> a Quadruped Rig (for a Horse)<\/p>\n<\/div>\n<div class=\"rhcol span6\">\n<p>\u00a0<strong><span style=\"color: #ff6600;\">The Video:<\/span><\/strong><\/p>\n<p>Editing the Avastar Skeleton into a Quadruped Skeleton<\/p>\n<\/div>\n<\/div>\n<h3>What does Avastar provide?<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Avastar basically supports the creation of animatable Models (Avatars&amp;attachments) and the creation of animations. Therefore the tool adds various functions and <span style=\"color: #ff6600;\">user interface elements<\/span> to Blender.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>The full functionality of Avastar can be a bit overwhelming on first sight. You should be prepared to spend some time and patience to get it all working nicely for your projects.<\/p>\n<\/div>\n<\/div>\n<h3>What does this Document provide?<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>This document is a quick start into Armature Editing. In this section you will learn how to <span style=\"color: #ff6600;\"><em>prepare Avastar<\/em><\/span> for your work on non human meshes. We use a Horse as the modelling example.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>However this article only scratches the surface of Avastar&#8217;s feature set, so there is a lot more to detect and we invite you to make your own experiences as well.<\/p>\n<\/div>\n<\/div>\n<h2 style=\"text-align: center;\"><strong><div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>We expect that you have basic knowledge about Blender.<\/div><\/div> <\/strong><\/h2>\n<p style=\"text-align: center;\"><\/div><\/div>\n<div class=\"row-fluid\">\n<div style=\"text-align: center;\" class=\"span12 rhcol\">You may also want to take a look at our course:<br \/>\n<a href=\"http:\/\/blog.machinimatrix.org\/lesson\/nhr-1\/\" class=\"symple-button default gold   \" target=\"_self\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">Non Humanoid Rigging (Lesson 1 is free)<\/span><\/a><\/div>\n<\/div>\n<\/div>\n<h2><i class=\"fa fa-battery-0\"><\/i> Step 1: Preparations<\/h2>\n<h3>The Model<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>In this document we use a model of a horse made by OptimoMaximo Resident as guideline for setting up the Rig. This model will shortly become available for purchasing.\u00a0 If you prefer then you may also find something in the <a href=\"https:\/\/www.blendswap.com\/blends\/search?keywords=horse&amp;is_fan_art=1&amp;blend_license=&amp;render_engine=&amp;sort=downloads&amp;direction=desc\">blendswap horse collection<\/a>.<\/p>\n<p>At the end of this document we will have a Rig that we then can use for binding almost any quadruped with only small adjuatments.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_2518\" style=\"width: 394px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2518\" class=\"wp-image-2518 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image498.png\" alt=\"\" width=\"384\" height=\"265\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image498.png 384w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image498-300x207.png 300w\" sizes=\"auto, (max-width: 384px) 100vw, 384px\" \/><p id=\"caption-attachment-2518\" class=\"wp-caption-text\">Model made by OptimoMaximo Resident from SL<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Tip: In the next document about binding a quadruped we have chosen to use a spooky horse mesh (well, actually a skeleton) from <a href=\"https:\/\/www.blendswap.com\/blends\/view\/71668\">neurocase at blendswap<\/a>\u00a0 You can decide to use it right away or just follow this document by using any other quadruped you like. There shouldn&#8217;t be much variation in how to proceed.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_2631\" style=\"width: 376px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image533.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2631\" class=\"wp-image-2631 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image533.png\" alt=\"\" width=\"366\" height=\"280\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image533.png 366w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image533-300x230.png 300w\" sizes=\"auto, (max-width: 366px) 100vw, 366px\" \/><\/a><p id=\"caption-attachment-2631\" class=\"wp-caption-text\">More about the creator at <a href=\"http:\/\/www.dazpetty.com\">www.dazpetty.com<\/a><\/p><\/div>\n<\/div>\n<\/div>\n<h3>Adding an Avastar Skeleton to the scene<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>We do not need any Avatar meshes for our Horse. And although the Bento Skeleton already supports quadrupeds nicely, we have chosen to begin with a Basic Skeleton:<\/p>\n<pre>Add -&gt; Avastar -&gt; Basic - only Rig<\/pre>\n<p>Please also make sure that the Following Bone subsets are set to visible in the Rig Display:<\/p>\n<p>Torso, Origin, Arms, Legs, Eye Focus, Extra and Structure<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2522 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image499.png\" alt=\"\" width=\"384\" height=\"265\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image499.png 384w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image499-300x207.png 300w\" sizes=\"auto, (max-width: 384px) 100vw, 384px\" \/><\/p>\n<\/div>\n<\/div>\n<h3>\u00a0Adjustments in Object mode<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>While there is no strict rule to follow, we have chosen to keep the Rig Origin at the Center for simplicity and just move the horse in Object mode, so that the hinds roughly match the Avastar legs.<\/p>\n<p>I also have moved the Eye target a bit closer to the head as we will need it there later.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_2524\" style=\"width: 394px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2524\" class=\"wp-image-2524 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image500.png\" alt=\"\" width=\"384\" height=\"265\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image500.png 384w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image500-300x207.png 300w\" sizes=\"auto, (max-width: 384px) 100vw, 384px\" \/><p id=\"caption-attachment-2524\" class=\"wp-caption-text\">Rig still at the scene Center, Horse adjusted to the Ankle bones<\/p><\/div>\n<\/div>\n<\/div>\n<h2><i class=\"fa fa-battery-1\"><\/i> Step 2: Edit the Rig<\/h2>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Now we go to edit mode. Please use the Joint edit preset for this as it presets the Editor options for what comes next. And make sure that you have enabled Expert Mode or Experimental Mode. otherwise you will not be able to get your work done! Note: When you edit a rig then you are an expert.<\/p>\n<a class=\"mamap\" href=\"\/wp-content\/uploads\/2015\/10\/map_settings.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"\/wp-content\/uploads\/2015\/10\/map_settings.png\" \/><\/a><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2525 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image501.png\" alt=\"\" width=\"193\" height=\"283\" \/><\/p>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">What the Joint Edit Preset does<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<ul>\n<li>Make sure all (green) Animation Bones are visible<\/li>\n<li>Show the structure bones and make them editable<\/li>\n<li>Show the Eye target bone<\/li>\n<\/ul>\n<p><span style=\"color: #ff6600;\"><strong>Note:<\/strong><\/span> We strongly discourage modifying the blue Deform Bones . You better let this to be done by Avastar.<\/p>\n<\/div><\/div>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_2526\" style=\"width: 394px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2526\" class=\"wp-image-2526 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image502.png\" alt=\"\" width=\"384\" height=\"265\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image502.png 384w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image502-300x207.png 300w\" sizes=\"auto, (max-width: 384px) 100vw, 384px\" \/><p id=\"caption-attachment-2526\" class=\"wp-caption-text\">A close up of the ankle bones (use Octahedral shapes)<\/p><\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span10\">\n<p><strong><span style=\"color: #ff6600;\">Tip:<\/span> <\/strong>For the following steps you may want to enable X-Axis Mirror in the Options Tab on the Tool shelf.<\/p>\n<\/div>\n<div class=\"rhcol span2\">\n<a class=\"mamap\" href=\"\/wp-content\/uploads\/2015\/10\/map_x_mirror.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"\/wp-content\/uploads\/2015\/10\/map_x_mirror.png\" \/><\/a>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Select all Joints at the highlighted position (use &#8216;B&#8217; and the rubber band) and move the joints all up as seen in the image.<\/p>\n<p><strong><span style=\"color: #ff6600;\">Note:<\/span> <\/strong>Actually you move 4 bones in parallel in this step:<\/p>\n<ul>\n<li>The left\/right ankles<\/li>\n<li>and their related IK bones<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2527 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image503.png\" alt=\"\" width=\"450\" height=\"283\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image503.png 450w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image503-300x189.png 300w\" sizes=\"auto, (max-width: 450px) 100vw, 450px\" \/><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Ok, we can now move upwards along the horse legs and adjust the bones as needed until we reach the COG Bone.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>\u00a0<img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2531 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image505.png\" alt=\"\" width=\"324\" height=\"428\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image505.png 324w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image505-227x300.png 227w\" sizes=\"auto, (max-width: 324px) 100vw, 324px\" \/><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Close to the COG Bone we have to take special care that we move and rotate the COG, the Pelvis and the PelvisInv all together. Otherwise we will later get very strange issues with the posing. Please select all bones of the upper body including <span style=\"color: #008000;\">COG<\/span>, <span style=\"color: #008000;\">Pelvis<\/span> and <span style=\"color: #008000;\">PelvisInv<\/span> as indicated in the image.<\/p>\n<p>Then lets take a closer look at the pelvis bone. Actually you see 2 pelvis bones here: The Pelvis and the PelvisInv created in opposite directions.<\/p>\n<p>We must keep these 2 bones aligned as they are, but we can select the end joints of both bones and move them a bit towards the horse&#8217;s back.<br \/>\nThis will later become relevant when we get to animation.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2530 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image504.png\" alt=\"\" width=\"324\" height=\"428\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image504.png 324w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image504-227x300.png 227w\" sizes=\"auto, (max-width: 324px) 100vw, 324px\" \/><\/p>\n<\/div>\n<\/div>\n<p>Now move the bones upward and rotate them all by 90 degrees as in this image. The now selected bones will be used for the entire front of the horse as we show in the next few images.<\/p>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Finish the Rig editing in Images<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2536 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image507.png\" alt=\"\" width=\"324\" height=\"428\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image507.png 324w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image507-227x300.png 227w\" sizes=\"auto, (max-width: 324px) 100vw, 324px\" \/><\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2532 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image506.png\" alt=\"\" width=\"324\" height=\"428\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image506.png 324w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image506-227x300.png 227w\" sizes=\"auto, (max-width: 324px) 100vw, 324px\" \/><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2538 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image508.png\" alt=\"\" width=\"504\" height=\"357\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image508.png 504w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image508-300x213.png 300w\" sizes=\"auto, (max-width: 504px) 100vw, 504px\" \/><\/div>\n<div class=\"span6 rhcol\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2539 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image509.png\" alt=\"\" width=\"504\" height=\"357\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image509.png 504w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image509-300x213.png 300w\" sizes=\"auto, (max-width: 504px) 100vw, 504px\" \/><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span4\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2547 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image511.png\" alt=\"\" width=\"263\" height=\"393\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image511.png 263w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image511-201x300.png 201w\" sizes=\"auto, (max-width: 263px) 100vw, 263px\" \/><\/div>\n<div class=\"rhcol span4\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2546 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image512.png\" alt=\"\" width=\"263\" height=\"393\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image512.png 263w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image512-201x300.png 201w\" sizes=\"auto, (max-width: 263px) 100vw, 263px\" \/><\/div>\n<div class=\"rhcol span4\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2545 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image513.png\" alt=\"\" width=\"263\" height=\"393\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image513.png 263w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image513-201x300.png 201w\" sizes=\"auto, (max-width: 263px) 100vw, 263px\" \/><\/div>\n<\/div>\n<\/div><\/div>\n<div id=\"attachment_2543\" style=\"width: 603px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2543\" class=\"wp-image-2543 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image510.png\" alt=\"\" width=\"593\" height=\"410\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image510.png 593w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image510-300x207.png 300w\" sizes=\"auto, (max-width: 593px) 100vw, 593px\" \/><p id=\"caption-attachment-2543\" class=\"wp-caption-text\">The finished version of the Rig<\/p><\/div>\n<h2><i class=\"fa fa-battery-1\"><\/i> Step 3: Cleanup<\/h2>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>So far we have edited the animation bones of the rig. Now we must do 2 additional things:<\/p>\n<ul>\n<li>Cleanup the Deform Rig (see image).<\/li>\n<li>Inform Avastar about the modified joints<\/li>\n<\/ul>\n<p>However this is no big deal, You just need to push the right button&#8230;<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_2569\" style=\"width: 394px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2569\" class=\"wp-image-2569 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image514.png\" alt=\"\" width=\"384\" height=\"265\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image514.png 384w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image514-300x207.png 300w\" sizes=\"auto, (max-width: 384px) 100vw, 384px\" \/><p id=\"caption-attachment-2569\" class=\"wp-caption-text\">Enable the SL Base bones in the Rig Display panel.<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li>Open the Posing Panel<\/li>\n<li>Locate the Rig Modify Tools section (Joint Positions)<\/li>\n<li>Make sure the double sided arrow is not selected<\/li>\n<li>Click on <em><span style=\"color: #ff6600;\">With Joints<\/span><\/em><\/li>\n<\/ul>\n<p><strong><span style=\"color: #ff6600;\">Note<\/span><\/strong>: The Eye target may move when you store the Joint edits. This is so because Avastar wants the Target to be far away from the Eye bones and tries to fix your editing. This is a known issue.<\/p>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">What Store Joint edits does<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>Avastar\u00a0 supports Appearance sliders also for edited Rigs. But in order to achieve this, Avastar must recalculate some internal values. This calculation is performed when you call the <em><span style=\"color: #ff6600;\">With Joints<\/span><\/em> function.<\/p>\n<p><strong>The double sided arrow:<\/strong> (when not selected) tells Avastar to adjust the Deform bones (blue) to the Animation bones (green) when calculating the Joint positions. If you need to revert the adjustment (snap the animation rig to the deform rig), then you will enable that icon before hitting the With Joints button.<\/p>\n<p><strong> As Bindpose:<\/strong> For a modified Rig like our horse rig you normally do not want to use the other option <span style=\"color: #ff6600;\"><em>As Bindpose<\/em><\/span><em>. <\/em>That feature makes most sense for slightly modified human rigs, especially when you need to work with\u00a0 an A-Posed Rig.<\/p>\n<\/div><\/div>\n<\/div>\n<div class=\"rhcol span5\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image515.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-4930 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image515.png\" alt=\"\" width=\"262\" height=\"346\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image515.png 262w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2019\/03\/Image515-227x300.png 227w\" sizes=\"auto, (max-width: 262px) 100vw, 262px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<div class='et-box et-warning'>\n\t\t\t\t\t<div class='et-box-content'>Make absolutely sure that you have kept Pelvis and PelvisInv perfectly aligned to each other. If you fail to do that, then switching to Pose mode will give unexpected results!<\/div><\/div>\n<p>After you have called the <em><span style=\"color: #ff6600;\">Store Edit Joints<\/span><\/em> function your Animation Bones and Deform bones are again perfectly in synchronization.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_2573\" style=\"width: 394px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2573\" class=\"wp-image-2573 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image515-1.png\" alt=\"\" width=\"384\" height=\"265\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image515-1.png 384w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image515-1-300x207.png 300w\" sizes=\"auto, (max-width: 384px) 100vw, 384px\" \/><p id=\"caption-attachment-2573\" class=\"wp-caption-text\">After Store Joint Edits the bones are synchronized again.<\/p><\/div>\n<\/div>\n<\/div>\n<h2><i class=\"fa fa-battery-1\"><\/i> Step 4: Adjust the Bone Roll<\/h2>\n<p>The front legs of the Horse have been bended downwards by 90 degree. This affects the Bone roll and we have to fix that now, otherwise we end up with very unpleasant distortions on the mesh after uploading to SL. And luckily &#8211; since Blender 2.77 &#8211; we have a very convenient cleanup function to fix the Bone Roll.<\/p>\n<a class=\"mamap\" href=\"\/wp-content\/uploads\/2015\/10\/map_armature_display.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"\/wp-content\/uploads\/2015\/10\/map_armature_display.png\" \/><\/a>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7 span6\">\n<ul>\n<li>Open the Rig Display Panel<\/li>\n<li>Enable visibility of the (blue) SL Base Bones<\/li>\n<li>Enable axes in the bone display properties,<br \/>\njust to see what happens next<\/li>\n<li>Select all Bones<\/li>\n<li>Armature -&gt; Bone Roll -&gt; Clear Roll ( shortcut: ALT R)<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span6\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image532.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2627\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image532.png\" alt=\"\" width=\"234\" height=\"448\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image532.png 234w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image532-157x300.png 157w\" sizes=\"auto, (max-width: 234px) 100vw, 234px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">What is Bone Roll?<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p style=\"text-align: left;\">In simple words this is the rotation of a bone relative to its long axis (see image).<\/p>\n<p style=\"text-align: left;\">The main problem that we have here is: We do not have a way to find out where Boneroll = 0 is. The Blender Operator ALT R (Clear Bone Roll) actually resets the bone roll to 0 and rotates the bone(s) so that the Octahedral representation is aligned to the local coordinate system.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p style=\"text-align: left;\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-2578 size-full aligncenter\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image517.png\" alt=\"\" width=\"300\" height=\"239\" \/><\/p>\n<\/div>\n<\/div>\n<\/div><\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<div id=\"attachment_2582\" style=\"width: 813px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image518.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2582\" class=\"wp-image-2582 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image518.png\" alt=\"\" width=\"803\" height=\"653\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image518.png 803w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image518-300x244.png 300w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image518-768x625.png 768w\" sizes=\"auto, (max-width: 803px) 100vw, 803px\" \/><\/a><p id=\"caption-attachment-2582\" class=\"wp-caption-text\">Before fix: Bone roll is bad on front legs<\/p><\/div>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_2581\" style=\"width: 813px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image519.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2581\" class=\"wp-image-2581 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image519.png\" alt=\"\" width=\"803\" height=\"653\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image519.png 803w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image519-300x244.png 300w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image519-768x625.png 768w\" sizes=\"auto, (max-width: 803px) 100vw, 803px\" \/><\/a><p id=\"caption-attachment-2581\" class=\"wp-caption-text\">After fix: Bone roll is aligned correctly for all bones.<\/p><\/div>\n<\/div>\n<\/div>\n<h2><i class=\"fa fa-battery-1\"><\/i> Step 5: Adjust the IK<\/h2>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>The Horse skeleton (and also the skeleton for most other Quadrupeds) shows an important difference regarding the limbs. they actually rotate in opposite direction compared to the human skeleton.<\/p>\n<p>Because of this we have to fix the IK Bones:<\/p>\n<ul>\n<li>Enable the IK Bones in the Rig Display Panel.<\/li>\n<li>If you have X Mirror still enabled (see above), then make sure that you select only one of the IKTarget bones at a time. the symmetric bone will follow anyways.<\/li>\n<li>Move IKNeeTarget to the back of the horse body<\/li>\n<li>Move IKElbowTarget to the front of the horse body<\/li>\n<li><span style=\"color: #ff0000;\">Important: do not forget to store the joint edits:<br \/>\nIn the Posing panel:<br \/>\nJoint Positions -&gt; with Joints<\/span><\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image521.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2586\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image521.png\" alt=\"\" width=\"226\" height=\"327\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image521.png 226w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image521-207x300.png 207w\" sizes=\"auto, (max-width: 226px) 100vw, 226px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<div id=\"attachment_2592\" style=\"width: 574px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image520.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2592\" class=\"wp-image-2592 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image520.png\" alt=\"\" width=\"564\" height=\"333\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image520.png 564w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image520-300x177.png 300w\" sizes=\"auto, (max-width: 564px) 100vw, 564px\" \/><\/a><p id=\"caption-attachment-2592\" class=\"wp-caption-text\">Before the IK Targets are fixed.<\/p><\/div>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_2591\" style=\"width: 574px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image522.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2591\" class=\"wp-image-2591 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image522.png\" alt=\"\" width=\"564\" height=\"333\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image522.png 564w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image522-300x177.png 300w\" sizes=\"auto, (max-width: 564px) 100vw, 564px\" \/><\/a><p id=\"caption-attachment-2591\" class=\"wp-caption-text\">After IK Targets have been fixed<\/p><\/div>\n<\/div>\n<\/div>\n<p>Hint: The Eye Target changes it position when you store the joints. This is because Avastar wants the target to be far away from the eyes and it disregards your edits. this is a known issue.<\/p>\n<p>Now its time to switch to Pose mode to make the final adjustments for the Rig&#8230;<\/p>\n<h2><i class=\"fa fa-battery-2\"><\/i> Step 6: Adjust Contraints<\/h2>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Switching to Pose mode should now only change the colors of the bones but not their position. If you see positional changes of the Bones then you probably have edited the wrong bones in your rig. Take care the that Pelvis and PelvisInv bones are matched to each other.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_2597\" style=\"width: 574px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image524.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2597\" class=\"wp-image-2597 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image524.png\" alt=\"\" width=\"564\" height=\"333\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image524.png 564w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image524-300x177.png 300w\" sizes=\"auto, (max-width: 564px) 100vw, 564px\" \/><\/a><p id=\"caption-attachment-2597\" class=\"wp-caption-text\">Rig in pose mode.<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ul>\n<li>Make sure the IK Bones are enabled and visible (Rig Display)<\/li>\n<li>Also enable the Limit display (see image)<\/li>\n<li>Select the COG and movit downwards a bit. You will see 2 issuies which must be fixed:<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image523.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2598 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image523.png\" alt=\"\" width=\"190\" height=\"219\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<ol>\n<li>The hind legs only bend a bit but into the wrong direction.<\/li>\n<li>The front legs show an odd bone crossing<\/li>\n<\/ol>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Lets begin with the Hind legs and select the LeftKnee.<\/p>\n<p>Now you see the bone rotation constraints\u00a0 allow the knee to rotate into the wrong direction. WE need the constraint to be exactly on the other side.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>\u00a0<a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image525.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2599\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image525.png\" alt=\"\" width=\"251\" height=\"396\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image525.png 251w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image525-190x300.png 190w\" sizes=\"auto, (max-width: 251px) 100vw, 251px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<div class=\"row-fluid\">\n<div class=\"rhcol span9\">\n<ul>\n<li>Open the Inverse Kinematics panel in the Bone Properties editor<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span3\">\n<a class=\"mamap\" href=\"\/wp-content\/uploads\/2015\/10\/map_inverse_kinematics.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"\/wp-content\/uploads\/2015\/10\/map_inverse_kinematics.png\" \/><\/a>\n<\/div>\n<\/div>\n<ul>\n<li>Now change the X Limit from [-10, 160] to [-160, 10] This inverts the constraint.<\/li>\n<li>Do the same for the RightKnee.<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<p>&nbsp;<\/p>\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image526.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2600\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image526.png\" alt=\"\" width=\"278\" height=\"211\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Now the hinds are fixed. You can test this by selecting the COG bone again and then moving it downwards. If all has been setup right then now the bones behave as expected for a horse.<\/p>\n<p>Note: The constraints values can still be optimized. In reality a horse can not bend its knees to such huge angles. Please play with the settings that match best for your character.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image527.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2604\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image527.png\" alt=\"\" width=\"253\" height=\"340\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image527.png 253w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image527-223x300.png 223w\" sizes=\"auto, (max-width: 253px) 100vw, 253px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>When you move the COG down a bit then you see the front leg bones are crossing. This happens because the inverse kinematic has been constrained for a human skeleton. But the legs have been bended downwards, so we have to fix this.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image528.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2605\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image528.png\" alt=\"\" width=\"387\" height=\"247\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image528.png 387w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image528-300x191.png 300w\" sizes=\"auto, (max-width: 387px) 100vw, 387px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ul>\n<li>Select the ElbowLeft<\/li>\n<li>Open the Inverse Kinematics panel<\/li>\n<li>Disable the X Lock<\/li>\n<li>Enable the Z Lock<\/li>\n<\/ul>\n<p>Do the same for ElbowRight. Now the Bones behave as expected.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image529.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2606\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image529.png\" alt=\"\" width=\"268\" height=\"360\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image529.png 268w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image529-223x300.png 223w\" sizes=\"auto, (max-width: 268px) 100vw, 268px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>So when you now move the COG bone upwards then the knees of the horse legs move forward\/backward. If your Rig behaves in the same way, then you have managed to create a working Rig with IK support.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image531.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2609 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image531.png\" alt=\"\" width=\"478\" height=\"356\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image531.png 478w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image531-300x223.png 300w\" sizes=\"auto, (max-width: 478px) 100vw, 478px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Our goal is to have a Rig that can be reused for many different Quadrupeds. So in the final step we<\/p>\n<ul>\n<li>remove the Mesh<\/li>\n<li>Put the armature into its restpose<\/li>\n<li>Rename the armature from<span style=\"color: #ff6600;\"> Avatar<\/span> to<span style=\"color: #ff6600;\"> Quadruped Rig<\/span><\/li>\n<li>switch to Object mode<\/li>\n<li>Store the blend file into a convenient place<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_2644\" style=\"width: 492px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image537.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-2644\" class=\"wp-image-2644 size-full\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image537.png\" alt=\"\" width=\"482\" height=\"325\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image537.png 482w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image537-300x202.png 300w\" sizes=\"auto, (max-width: 482px) 100vw, 482px\" \/><\/a><p id=\"caption-attachment-2644\" class=\"wp-caption-text\">Our Quadruped Rig, prepared for Reuse in other projects<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Our next task will be to bind our creature to the rig<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p style=\"text-align: center;\"><a href=\"\/reference\/bind-a-creature\/\" class=\"symple-button default blue   \" target=\"_self\" title=\"Visit Site\" style=\"border-radius:3px\" rel=\"\"><span class=\"symple-button-inner\" style=\"border-radius:3px\">Go to the Binding Document<\/span><\/a>\n<\/div>\n<\/div>\n<p>&nbsp;<\/p>\n<h3>Trouble Shooting<\/h3>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">My Rig bends in wrong direction<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<p>I have setup my Rig with all constraints fixed. But still the limbs bend in the wrong direction. How can i fix that?<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>When the constraints are set correctly or when there are no constraints set at all, then the IK resolver still can get into trouble when the rest pose angle between 2 bones is setup in the wrong direction.<\/p>\n<p>In the example image the angle between the Elbow bone and its parent bone (shoulder) is set too far to the right. In this case the IK Resolver tries to move the joint backward when the COG bone is moved downward. But the Rig creator actually has expected the joint to move forward in this situation.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image530.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2607\" src=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image530.png\" alt=\"\" width=\"243\" height=\"406\" srcset=\"https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image530.png 243w, https:\/\/avalab.org\/avastar\/279\/wp-content\/uploads\/2015\/10\/Image530-180x300.png 180w\" sizes=\"auto, (max-width: 243px) 100vw, 243px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<p>The fix is indicated in the image: Just move the joint a bit so that the angle betwenn the two bones opens in the opposite direction.<\/p>\n<\/div><\/div>\n\n","protected":false},"excerpt":{"rendered":"<p>Rig a Creature Note: You find the Rigging a Horse video on youtube The Video was made with Avastar-1 but is still mostly valid. Step 1: Preparations The Model In this document we use a model of a horse made by OptimoMaximo Resident as guideline for setting up the Rig. This model will shortly become [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":2518,"parent":3922,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_et_pb_use_builder":"","_et_pb_old_content":"","_et_gb_content_width":"","footnotes":""},"categories":[6],"tags":[],"class_list":["post-438","page","type-page","status-publish","has-post-thumbnail","hentry","category-reference"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/438","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=438"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/438\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/pages\/3922"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/media\/2518"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/media?parent=438"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/categories?post=438"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/279\/wp-json\/wp\/v2\/tags?post=438"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}