{"id":487,"date":"2015-10-13T08:04:32","date_gmt":"2015-10-13T08:04:32","guid":{"rendered":"http:\/\/avastar.online\/?page_id=487"},"modified":"2022-06-08T21:06:01","modified_gmt":"2022-06-08T21:06:01","slug":"rig-display","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/300\/help\/n-panel\/avastar\/rig-display\/","title":{"rendered":"Rig Display"},"content":{"rendered":"<div class=\"row-fluid\">\n<div class=\"rhcol span10\">\n<h2><image src=\"\/avastar\/300\/wp-content\/uploads\/2022\/03\/approve_logo_300.png\" style=\"width:120px;vertical-align:middle;margin-left:0px;margin-right:10px;\"><\/image>Rig Display Panel<\/h2>\n<\/div>\n<div class=\"rhcol span2\"><a class=\"mamap\" href=\"\/wp-content\/uploads\/2021\/02\/map_rig_display.png\" target=\"_blank\"><img decoding=\"async\" alt=\"\" src=\"\/wp-content\/uploads\/2021\/02\/map_rig_display.png\" \/><\/a><\/div>\n<\/div>\n<div class=\"symple-toggle state-closed \"><h3 class=\"symple-toggle-trigger \">Glossary: Rig\/Rigging<\/h3><div class=\"symple-toggle-container symple-clearfix\">\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">A <em><span style=\"color: #ff6600;\">Rig<\/span> <\/em>is an animation control system for a Model. Rigs can use different methods for animating. For example it is possible to animate a mesh only by using empties and constraints, so no single bone is involved, yet it is an animation system.<\/p>\n<p>The most common form of Rigs is based on <em><span style=\"color: #ff6600;\">Bones<\/span><\/em>. This special form of a Rig is also named <em><span style=\"color: #ff6600;\">Armature.<\/span><\/em><\/p>\n<p><span style=\"color: #ff6600;\"><em>Rigging<\/em><\/span> is the process of creating the <em><span style=\"color: #ff6600;\">Rig<\/span><\/em>.<\/div>\n<div class=\"span6 rhcol\"><span style=\"color: #ff6600;\"><strong>Note<\/strong><\/span>: The Term &#8220;<span style=\"color: #ff6600;\"><em>Rigging<\/em><\/span>&#8221; is often also used as a synonym for <em><span style=\"color: #ff6600;\">Skinning<\/span><\/em> (see below). We also find the term &#8220;Rigged Mesh&#8221; for example, which would actually be more accurately named &#8220;Skinned Mesh&#8221;. It is also very common to talk about &#8220;Rigged Characters&#8221;. Depending on the context it is often clear what is meant.<\/p>\n<p>However since in Blender we clearly have to distinguish the processes and workflows, we should also use precise terminology. Thus we distinguish between Rigging (make the rig) and Skinning (weight the mesh).<\/p><\/div>\n<\/div>\n<p>&nbsp;<\/p>\n\n<\/div><\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Rig Display panel manages which parts of the Rig can be seen at a given time. By default only the (green) Control bones are visible. But sometimes it is desirable to hide or show other parts of the Rig.<\/p>\n<p>Furthermore the control bones (green) use custom shapes by default. That is, some of them are formed as rings which are placed around the Avastar body. The benefit of the custom shapes is that they can be selected easier. But sometimes it is desired to switch from Custom shapes back to Blender&#8217;s default shapes (Sticks or Octahedrons), see below.<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<div id=\"attachment_5550\" style=\"width: 551px\" class=\"wp-caption alignleft\"><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-810.png\"><img decoding=\"async\" aria-describedby=\"caption-attachment-5550\" class=\"wp-image-5550 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-810.png\" alt=\"\" width=\"541\" height=\"457\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-810.png 541w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-810-300x253.png 300w\" sizes=\"(max-width: 541px) 100vw, 541px\" \/><\/a><p id=\"caption-attachment-5550\" class=\"wp-caption-text\">Character in the Background: Bones as Sticks<br \/>Character in the Foreground: Bones with custom Shapes<\/p><\/div>\n<\/div>\n<\/div>\n<h3>Panel Overview<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The Rig Display panel basically contains a collection of properties which also are available at other regions in Blender. But having them all in one place is a time saver. The Rig Display panel has 6 major sections:<\/p>\n<ul>\n<li><em>Bone Display style<\/em><\/li>\n<li><em>Bone Visibility<\/em><\/li>\n<li><em>Animation Bone Groups (expanded by default)<\/em><\/li>\n<li><em>IK Bone Groups (collapsed by default)<\/em><\/li>\n<li><em>Deform Bone Groups (collapsed by default)<\/em><\/li>\n<li><em>Special Bone Groups (collapsed by default)<\/em><\/li>\n<li><em>Active Deform Bones (collapsed by default)<\/em><\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft size-full wp-image-43856\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-373.png\" alt=\"\" width=\"379\" height=\"553\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-373.png 379w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-373-206x300.png 206w\" sizes=\"(max-width: 379px) 100vw, 379px\" \/><\/div>\n<\/div>\n<h3>Bone Display Style<\/h3>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>The first row of buttons changes the bone shape. You can select between<\/p>\n<ul>\n<li>the <em><span style=\"color: #ff6600;\">Octahedral<\/span><\/em> Style<\/li>\n<li>the <em><span style=\"color: #ff6600;\">Stick<\/span><\/em> Style.<\/li>\n<li>If the active Object is a rigged mesh, then you see a third button named <em>Edges. <\/em>This property displays all Mesh edges of the active object even when it is in Object mode.<\/li>\n<\/ul>\n<p><strong><span style=\"color: #3366ff;\">Note:<\/span><\/strong> In Blender&#8217;s Armature Data Panel (Properties Window) you have 3 more options for setting the Rig display style<\/p>\n<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft wp-image-43866 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-374.png\" alt=\"\" width=\"379\" height=\"135\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-374.png 379w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-374-300x107.png 300w\" sizes=\"(max-width: 379px) 100vw, 379px\" \/><\/div>\n<\/div>\n<p>In the Second Row of the section we find 4 properties:<\/p>\n<ul>\n<li><em><span style=\"color: #ff6600;\">In front:<\/span><\/em> To display bones even when they are occluded (hidden) by the mesh.<\/li>\n<li><em><span style=\"color: #ff6600;\">Shape:<\/span><\/em> To enable the usage of Custom shapes.<\/li>\n<li><em><span style=\"color: #ff6600;\">Limit:<\/span><\/em> To display the bone rotation limits.<\/li>\n<li><em><span style=\"color: #ff6600;\">empty circle:<\/span><\/em> Enable the bone rotation limits (shortcut).<\/li>\n<\/ul>\n<h3>Bone Visibility<\/h3>\n<p>In the Bone Visibility panel you can hide\/unhide various bone sets. The panel is subdivided into 4 major groups as follows&#8230;<\/p>\n<h4 style=\"text-align: left;\">Animation Bone Groups<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li><span style=\"color: #008000;\"><em>Origin:<\/em><\/span> The Root bone of the Armature (use only for placing the armature in the scene)<\/li>\n<li><span style=\"color: #ff6600;\"><em><span style=\"color: #008000;\">Torso, Arms, legs, <span style=\"color: #800080;\">Hands<\/span><\/span>:<\/em><\/span> Main Body Bones<\/li>\n<li><em><span style=\"color: #800080;\">Hinds:<\/span><\/em> Additional Bento bones for Quadrupeds<\/li>\n<li><em><span style=\"color: #800080;\">Face, Wings, Tail , Groin:<\/span><\/em> More Bento bone sections<\/li>\n<li><em><span style=\"color: #008080;\">Spine, Upper, Lower<\/span><\/em>: Spine bones, unfold Upper, unfold Lower<\/li>\n<li><em><span style=\"color: #ff6600;\"><span style=\"color: #008000;\">Eye Focus,<\/span> <span style=\"color: #800080;\">Alt Eye Focus:<\/span><\/span><\/em> Special bones used as Focus point for the eyes. The Alt Eye Focus is for the Bento Face (Alt Eye Bones)<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\" style=\"text-align: left;\"><img decoding=\"async\" class=\"alignleft wp-image-43859 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-375.png\" alt=\"\" width=\"379\" height=\"201\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-375.png 379w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-375-300x159.png 300w\" sizes=\"(max-width: 379px) 100vw, 379px\" \/><\/div>\n<\/div>\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 span7\">\n<p>The Spine is made of 4 Bones which are by default folded in such a way that they do not disturb the behavior of the System Character<\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-382.png\"><img decoding=\"async\" class=\"wp-image-5555 size-full alignleft\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-382.png\" alt=\"\" width=\"344\" height=\"334\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-382.png 344w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-382-300x291.png 300w\" sizes=\"(max-width: 344px) 100vw, 344px\" \/><\/a><\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>In the image aside the upper Spine bones (Spine3 and Spine4) and the lower Spine bones (Spine1 and Spine2) have been unfolded and are marked in dark green. You see how they are embedded between the Pelvis, Torso and Chest.<\/p>\n<p>Note: You can fold\/unfold the spine from within the <a href=\"\/help\/n-panel\/toolshelf\/rig-config\/\">Rig Config panel<\/a><\/p>\n<\/div>\n<div class=\"rhcol span5\"><a href=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-383.png\"><img decoding=\"async\" class=\"alignleft wp-image-5559 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-383.png\" alt=\"\" width=\"289\" height=\"399\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-383.png 289w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2019\/10\/Image-383-217x300.png 217w\" sizes=\"(max-width: 289px) 100vw, 289px\" \/><\/a><\/div>\n<\/div>\n<\/div><\/div>\n\n<h4>IK Bone Groups<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>These buttons control which of the IK Bones (yellow) are visible<\/p>\n<ul>\n<li><em>IK Fingers (Simple, Constrained, Hand Grab) <\/em><\/li>\n<li><em>IK Arms<\/em><\/li>\n<li><em>IK Legs<\/em><\/li>\n<li><em>IK Limbs<\/em><\/li>\n<li><em>IK Face<\/em><\/li>\n<\/ul>\n<p>The circles on the right side indicate if the IK bones are disabled (circle) or enabled (filled circle)<\/p>\n<\/div>\n<div class=\"rhcol span5\">\n<p><img decoding=\"async\" class=\"alignleft wp-image-43862 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-1486.png\" alt=\"\" width=\"379\" height=\"245\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-1486.png 379w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-1486-300x194.png 300w\" sizes=\"(max-width: 379px) 100vw, 379px\" \/><\/p>\n<\/div>\n<\/div>\n<p><span style=\"color: #3366ff;\"><strong>Note:<\/strong> <\/span>The Magnet icon right to the IK Fingers applies the current visual pose to the FK Bones.<\/p>\n<p>Option &#8211; Auto Align :<\/p>\n<ul>\n<li>When you switch on IK, then the IK Bones are aligned to the current FK Bone setting.<\/li>\n<li>When you disable IK, then the FK Bones are aligned to the current IK Bone setting.<\/li>\n<\/ul>\n<h4>Deform Bone Groups<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<p>Display all bones which have the Deform Option enabled. The content of this set can change dynamically (see fitted Mesh)<\/p>\n<ul>\n<li><em><span style=\"color: #ff6600;\">SL Base:<\/span><\/em> to display the SL Bones (Blue)<\/li>\n<li><em><span style=\"color: #ff6600;\">Volume:<\/span><\/em> to display the Volume Bones<\/li>\n<li><em><span style=\"color: #ff6600;\">The others:<\/span><\/em> Bento Bone Groups<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft wp-image-43861 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-376.png\" alt=\"\" width=\"379\" height=\"201\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-376.png 379w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-376-300x159.png 300w\" sizes=\"(max-width: 379px) 100vw, 379px\" \/><\/div>\n<\/div>\n<div class=\"rhcol span7\">\n<h4 style=\"text-align: left;\">Active Deform Bones<\/h4>\n<p style=\"text-align: left;\">The Active Deform Bones are Bones which have the &#8220;Deform Flag&#8221; set. Only Active deform Bones can modify the mesh (via skeletal animation) when they have an associated Weightmap.<\/p>\n<p style=\"text-align: left;\">The Active Deform Bones can be filtered by 5 categories:<\/p>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li><em><span style=\"color: #ff6600;\">SL:<\/span><\/em> The 26 Animation Bones for SL<\/li>\n<li><em><span style=\"color: #ff6600;\">Ext:<\/span> <\/em>Bento Bones<\/li>\n<li><em><span style=\"color: #ff6600;\">Vol:<\/span><\/em> The Collision Volume Bones<\/li>\n<li><em><span style=\"color: #ff6600;\">Joint: <\/span><\/em>Bones that have modified Joints (Joint Edits)<\/li>\n<li><em><span style=\"color: #ff6600;\">Map:<\/span><\/em> All deform bones which also have Weightmaps (only shown when a mesh is selected)<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft wp-image-43863 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-377.png\" alt=\"\" width=\"379\" height=\"130\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-377.png 379w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-377-300x103.png 300w\" sizes=\"(max-width: 379px) 100vw, 379px\" \/><\/div>\n<\/div>\n<h4>Special Bone Groups<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span7\">\n<ul>\n<li><span style=\"color: #ff6600;\"><em>Attachment:<\/em><\/span> to display the Attachment Bones (red)<\/li>\n<li><em><span style=\"color: #ff6600;\">Extra:<\/span><\/em> There are a few Extra bones which usually are not used for Animation in SL. These bones are either not weighted to the default Avatar (Skull, Foot Bones and Toe Bones) or are automatically animated (Eye Bones). However you can use these Bones in your animations for custom meshes.<\/li>\n<li><em><span style=\"color: #ff6600;\">Structure:<\/span><\/em> to display the Structure bones<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span5\"><img decoding=\"async\" class=\"alignleft wp-image-43864 size-full\" src=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-378.png\" alt=\"\" width=\"379\" height=\"145\" srcset=\"https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-378.png 379w, https:\/\/avalab.org\/avastar\/300\/wp-content\/uploads\/2022\/06\/Image-300-378-300x115.png 300w\" sizes=\"(max-width: 379px) 100vw, 379px\" \/><\/div>\n<\/div>\n<p>&nbsp;<\/p>\n\n","protected":false},"excerpt":{"rendered":"<p>Rig Display Panel<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":3763,"menu_order":30,"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-487","page","type-page","status-publish","hentry","category-help"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/487","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/comments?post=487"}],"version-history":[{"count":1,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/487\/revisions"}],"predecessor-version":[{"id":43855,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/487\/revisions\/43855"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/pages\/3763"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/media?parent=487"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/categories?post=487"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/300\/wp-json\/wp\/v2\/tags?post=487"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}