{"id":487,"date":"2015-10-13T08:04:32","date_gmt":"2015-10-13T08:04:32","guid":{"rendered":"http:\/\/avastar.online\/?page_id=487"},"modified":"2015-10-13T08:04:32","modified_gmt":"2015-10-13T08:04:32","slug":"rigging","status":"publish","type":"page","link":"https:\/\/avalab.org\/avastar\/legacy\/help\/rigging\/","title":{"rendered":"Rigging"},"content":{"rendered":"<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.[break]\nThe 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>[break]\n<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.[break]\nHowever 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).<\/div>\n<\/div>\n\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<h3>Rigging Panel (Tool shelf)<\/h3>\n<\/div>\n<div class=\"span6 rhcol\">[PS Showtime url=&#8221;\/wp-content\/uploads\/2014\/09\/map_rigging.png&#8221;]<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"rhcol span6\">\n<p>The rigging 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 panel is provided It has 4 major sections:<\/p>\n<ul>\n<li><em><span style=\"color: #ff6600;\">Bone Display style.<\/span><\/em><\/li>\n<li><em><span style=\"color: #ff6600;\">Control Bone Visibility.<\/span><\/em><\/li>\n<li><span style=\"color: #ff6600;\"><em>Active Deform Bones<\/em><\/span><\/li>\n<li><span style=\"color: #ff6600;\"><em>Bone Deform Settings<\/em><\/span><\/li>\n<li><span style=\"color: #ff6600;\"><em>Bone Constraints<br \/>\n<\/em><\/span><\/li>\n<\/ul>\n<p><em><span style=\"color: #ff6600;\">(1)<\/span> Bone constraints<\/em> and Bone <em>Deform Settings<\/em> are only visible in Edit Mode and Pose mode.<\/p>\n<\/div>\n<div class=\"rhcol span6\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-063.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-931 size-full aligncenter\" src=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-063.png\" alt=\"\" width=\"322\" height=\"252\" srcset=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-063.png 322w, https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-063-300x235.png 300w\" sizes=\"auto, (max-width: 322px) 100vw, 322px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h3>Bone Display Style<\/h3>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>The first row of buttons changes the bone shape. You probably will mostly select the <em><span style=\"color: #ff6600;\">Octahedron<\/span><\/em> Style or the <em><span style=\"color: #ff6600;\">Stick<\/span><\/em> Style.<\/p>\n<\/div>\n<div class=\"span6 rhcol\"><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-064.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-932 size-full\" src=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-064.png\" alt=\"reference-064\" width=\"322\" height=\"93\" srcset=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-064.png 322w, https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-064-300x87.png 300w\" sizes=\"auto, (max-width: 322px) 100vw, 322px\" \/><\/a><\/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;\">X-ray:<\/span><\/em> To display bones even when they are occluded (hidden) by the mesh.<\/li>\n<li><em><span style=\"color: #ff6600;\">Shapes:<\/span><\/em> To enable the usage of Custom shapes.<\/li>\n<li><em><span style=\"color: #ff6600;\">Limits:<\/span><\/em> To display the bone movement ranges.<\/li>\n<li><em><span style=\"color: #ff6600;\">Edges:<\/span><\/em> Show edges in object mode (only if active Object is a Mesh)<\/li>\n<\/ul>\n<h4>Bone Visibility<\/h4>\n<div class=\"row-fluid\">\n<div class=\"rhcol span6\">\n<p>The first row of the Bone Visibility section contains 4 Presets for different Workflows:<\/p>\n<ul>\n<li><em><span style=\"color: #ff6600;\">Skin<\/span> <\/em>(the Weighting Workflow).<\/li>\n<li><em><span style=\"color: #ff6600;\">Pose<\/span><\/em> (the Animation Workflow).<\/li>\n<li><em><span style=\"color: #ff6600;\">Retarget<\/span><\/em> (import of BVH Animations).<\/li>\n<li><em><span style=\"color: #ff6600;\">Edit<\/span><\/em> (Modify the Rig).<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span6\">\n<div id=\"attachment_933\" style=\"width: 332px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-065.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-933\" class=\"wp-image-933 size-full\" src=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-065.png\" alt=\"reference-065\" width=\"322\" height=\"64\" srcset=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-065.png 322w, https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-065-300x60.png 300w\" sizes=\"auto, (max-width: 322px) 100vw, 322px\" \/><\/a><p id=\"caption-attachment-933\" class=\"wp-caption-text\">The white arrow icon expands the panel to full visibility.For details about Workflow Presets see below.<\/p><\/div>\n<\/div>\n<\/div>\n<h4 id=\"presets\">Bone Workflow Presets (details)<\/h4>\n<p>The presets actually do a bit more than just controlling the Bone visibility. They also control to some extend what you can do with the Bones in the various Bone Workflow Presets:<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ul>\n<li><em><span style=\"color: #ff6600;\">Skin<\/span><\/em> is used when you want to do weight painting on your Mesh. This preset will enable the SL Bones and also unblocks their rotation setting so that you can rotate the bones for testing your weights.<\/li>\n<li><em><span style=\"color: #ff6600;\">Pose<\/span><\/em> is used for all your animation work. This preset enables the green control bones which are optimized for your Animation tasks. This is also the default preset forAvastar.<\/li>\n<\/ul>\n<\/div>\n<div class=\"rhcol span6\">\n<ul>\n<li><em><span style=\"color: #ff6600;\">Retarget<\/span><\/em> is used when yuo want to import another Animation from a BVH file.<\/li>\n<li><em><span style=\"color: #ff6600;\">Edit <\/span><\/em>is used when you want to edit the Bone&#8217;s Rest poses, for example when you create a non human character.<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<h4>Bone Visibility expanded<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">The Bones are grouped into 3 categories (<span style=\"color: #ff6600;\"><em>Control Bones<\/em><\/span>, <em><span style=\"color: #ff6600;\">Deform Bones<\/span><\/em> and <span style=\"color: #ff6600;\"><em>Active Deform Bones<\/em><\/span>) and 13 subsets\u00a0 You can enable\/disable the visibility of each subset separately by enabling the corresponding view button (see yellow box in image).<br \/>\n<strong><span style=\"color: #ff6600;\">Note:<\/span> <\/strong>The Bone Visibility Panel can be collapsed and expanded by clicking on the small arrow sign to the left of the Bone Presets.<br \/>\nAvastar Bone Sets are described below in more detail.<\/div>\n<div class=\"span6 rhcol\"><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-066.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-937 size-full\" src=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-066.png\" alt=\"\" width=\"325\" height=\"481\" srcset=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-066.png 325w, https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-066-203x300.png 203w\" sizes=\"auto, (max-width: 325px) 100vw, 325px\" \/><\/a><\/div>\n<\/div>\n<h4>Bone Sets<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p style=\"text-align: center;\"><em><span style=\"color: #ff6600;\">Control Bone Groups<\/span><\/em><\/p>\n<ul>\n<li><em><span style=\"color: #ff6600;\">Torso, Arms, Legs, Origin:<\/span><\/em> These buttons control which of the Control Bones (green) are visible<\/li>\n<li><em><span style=\"color: #ff6600;\">IK Arms, IK Legs:<\/span><\/em> These buttons control which of the IK Bones (yellow) are visible<\/li>\n<li><em><span style=\"color: #ff6600;\">Extra:<\/span><\/em> There are a few Extra bones which normaly 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;\">Attachment:<\/span><\/em> to display the Attachment Bones (red)<\/li>\n<li><em><span style=\"color: #ff6600;\">Structure:<\/span><\/em> to display the Structure bones<\/li>\n<li><em><span style=\"color: #ff6600;\">Eye Target:<\/span><\/em> to display the Eye target (needed for animating the eyes)<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<p style=\"color: #ff6600; text-align: center;\"><em><span style=\"color: #ff6600;\">Deform Bone Groups<\/span><\/em><\/p>\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<\/ul>\n<p style=\"text-align: center;\"><span style=\"color: #ff6600;\"><em>Active Deform Bones<\/em><\/span><\/p>\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)\u00a0 when they have an associated Weightmap.<\/p>\n<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\"><strong><span style=\"color: #ff6600;\">Note:<\/span><\/strong> You can not disable the visibility of ALL bone groups. Hence at least one of the bone groups is always selected.<\/div>\n<div class=\"span6 rhcol\"><span style=\"color: #ff6600;\"><strong>Note:<\/strong> <\/span>Selected elements (dark background) are made visible, while unselected elements get hidden.<\/div>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>The Active Deform Bones can be filtered by 3 categories:<\/p>\n<ul>\n<li><strong><span style=\"color: #ff6600;\">SL<\/span><\/strong>: The 26 Animation Bones for SL<\/li>\n<li><strong><span style=\"color: #ff6600;\">Vol<\/span><\/strong>: The Collision Volume Bones<\/li>\n<li><strong><span style=\"color: #ff6600;\">Map<\/span><\/strong>: All deform bones which also have Weightmaps (only shown when a mesh is selected)<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-067.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-938 size-full\" src=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-067.png\" alt=\"reference-067\" width=\"325\" height=\"72\" srcset=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-067.png 325w, https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-067-300x66.png 300w\" sizes=\"auto, (max-width: 325px) 100vw, 325px\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h4>Bone Deform Settings (Available in Pose mode and Edit mode)<\/h4>\n<p>Not all bones take direct influence on the mesh. In fact by default only the 26 <em><span style=\"color: #ff6600;\">SL Base Bones<\/span> <\/em>of the 136 Bones in the Avastar Rig are directly used as Deforming bones for (classic) skeletal Mesh animation. 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 class=\"row-fluid\">\n<div class=\"span6 rhcol\">\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;\">Vol:<\/span> <\/em>Disable or Enable the entire set of Collision Volume Bones as Deform Bones<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-068.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-942 size-full\" src=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-068.png\" alt=\"\" width=\"315\" height=\"128\" srcset=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-068.png 315w, https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-068-300x122.png 300w\" sizes=\"auto, (max-width: 315px) 100vw, 315px\" \/><\/a><\/p>\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<h4>Bone Constraints (Available in Pose mode and Edit mode)<\/h4>\n<p>The Avastar Rig tries to keep most of its complexity under the covers. The most important and unfrtunately also the least understood part of the rig is its control bone section together with its set of Bone constraints. Here is a bit of information to shed some light on this.<\/p>\n<p>The (green) Control Bones and the (blue) SL Base Bones of the Avastar rig are closely related to each other. Actually the SL Base Bones by default inherit the control Bones Transformation matrices. Hence the control bone skeleton and the SL Base bone skeleton are like almost perfectly synchronized twins. You can see this best with Bone display mode set to Octahedral:<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<div id=\"attachment_22296\" style=\"width: 299px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_04.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22296\" class=\"wp-image-22296 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_04.png\" alt=\"rigging_04\" width=\"289\" height=\"429\" \/><\/a><p id=\"caption-attachment-22296\" class=\"wp-caption-text\">The Green Control Bones are the master bones used for Animation<\/p><\/div>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_22297\" style=\"width: 299px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_05.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22297\" class=\"wp-image-22297 size-full\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_05.png\" alt=\"rigging_05\" width=\"289\" height=\"429\" \/><\/a><p id=\"caption-attachment-22297\" class=\"wp-caption-text\">The SL Base Bones are used for Skinning (Weighting). They follow the green control bones<\/p><\/div>\n<\/div>\n<\/div>\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> \nDue to the Bone constraints the SL Base bones can normally not be directly moved or rotated. Hence by default you have to move the control bones and weight the SL Base bones.<br \/>\n<\/div>\n<p>However there are 2 situations where you want to change the default behavior:<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ul>\n<li>When you Skin your Mesh (When you do weight painting tasks) then you almost always want to unlock the Bone Rotations of the <strong><span style=\"color: #0000ff;\">Blue SL Base Bones<\/span><\/strong>. Then you are free to pose the Deform bones for testing purposes.<\/li>\n<li>When you Animate your Character, then you may want to unlock the Location Constraints of the <strong><span style=\"color: #339966;\">Green Control bones<\/span><\/strong>, so that you can also perform Location animations.<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\">\n<div class=\"symple-box  yellow center \" style=\"text-align:left;\"> Hint: Although the Locking of Rotations and the Locking of Locations seems to be related, they actually are not. The unlocking is used to handle 2 completely different situations! It is important to get this sorted out and understand the difference as explained briefly above!<\/div>\n<\/div>\n<\/div>\n<h4>Bone Constraints Panel (in Edit\/Pose Mode)<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<ul>\n<li><em><span style=\"color: #ff6600;\">Bone Constraints Selector:<\/span><\/em> Here you can specify if you want to affect\n<ul>\n<li>All Pose Bones<\/li>\n<li>All Visible Pose Bones<\/li>\n<li>All Selected Pose Bones<\/li>\n<\/ul>\n<\/li>\n<li><em><span style=\"color: #ff6600;\">SL Bone Rot:<\/span><\/em> Lock\/Unlock the rotation of the SL Base Bones (good for weighting tasks)<\/li>\n<li><em><span style=\"color: #ff6600;\">Control Bone Loc:<\/span> <\/em>Lock\/Unlock the Location of the Control Bones (good for special animations i.e. face animation)<\/li>\n<\/ul>\n<\/div>\n<div class=\"span6 rhcol\"><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-069.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-958 size-full\" src=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-069.png\" alt=\"\" width=\"288\" height=\"303\" srcset=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-069.png 288w, https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-069-285x300.png 285w\" sizes=\"auto, (max-width: 288px) 100vw, 288px\" \/><\/a><\/div>\n<\/div>\n<p><strong><span style=\"color: #ff6600;\">Note:<\/span><\/strong> The Bone Workflow Presets (see further above) take this into account. So when you select the <em><span style=\"color: #ff6600;\">Skin<\/span><\/em> preset, then the constraints are automatically set appropriate for the Weighting workflow.xxx<\/p>\n\n<h4>Structure Constraints<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">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=\"span6 rhcol\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_08.png\"><img loading=\"lazy\" decoding=\"async\" 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>\n<\/div>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">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=\"span6 rhcol\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_09.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-22306\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_09.png\" alt=\"rigging_09\" width=\"198\" height=\"184\" \/><\/a><\/div>\n<\/div>\n<h4>Snap Rig To Pose (available in Armature Pose Mode)<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>The <em><span style=\"color: #ff6600;\">Snap Rig to Pose<\/span><\/em> button is a quick way to make the current Pose the new Rest Pose.<\/p>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-070.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-963 aligncenter\" src=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-070.png\" alt=\"reference-070\" width=\"288\" height=\"147\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h4>Snap Base to Rig (available in Armature Edit Mode)<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>The Snap Base to Rig button allows to snap the SL Base Bones to the Control bones. You need this function whenever you have modified your Rig in Edit mode.<\/p>\n<div class=\"symple-box  red center \" style=\"text-align:left;\"> \nImportant: You should NEVER modify the SL Base bones in Edit mode. Please use always the Green Control Bones and then use this Snap function.<br \/>\n<\/div>\n<\/div>\n<div class=\"span6 rhcol\">\n<p><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-071.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-964 size-full\" src=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-071.png\" alt=\"reference-071\" width=\"287\" height=\"178\" \/><\/a><\/p>\n<\/div>\n<\/div>\n<h4>The Operator Redo Panel<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">Right after you have clicked on the Button an operator panel will show up at the bottom of the Tool Shelf (lower left corner). You might need to scroll down the Tool shelf to spot that panel:<\/div>\n<div class=\"span6 rhcol\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_13.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-22369\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_13.png\" alt=\"rigging_13\" width=\"230\" height=\"116\" \/><\/a><\/div>\n<\/div>\n<p>The Operator Redo Panel gives you some control over which bones shall be snapped:<\/p>\n<ul>\n<li><em><span style=\"color: #ff6600;\">Scope<\/span><\/em>: Can be Selected Bones, Visible Bones, or All Bones.<\/li>\n<li><em><span style=\"color: #ff6600;\">Adjust IK Line Bones<\/span><\/em>: Will adjust the connection bones between the IK Pole Targets and their constrained Bones<\/li>\n<li><em><span style=\"color: #ff6600;\">Adjust IK Pole Angles<\/span><\/em>: Will adjust the Pole angle (see below)<\/li>\n<\/ul>\n<h4>Sync Pole Angles<\/h4>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<p>Pole Angle show up when you are working with IK Targets. It is important to have the Pole angle set correctly because otherwise you will see remarkable changes of your pose when you switch between FK and IK mode.<\/p>\n<\/div>\n<div class=\"span6 rhcol\"><a href=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-071.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-964 size-full\" src=\"https:\/\/avalab.org\/avastar\/legacy\/wp-content\/uploads\/2015\/10\/reference-071.png\" alt=\"reference-071\" width=\"287\" height=\"178\" \/><\/a><\/div>\n<\/div>\n<p>So what is the Pole Angle? Imagine a triangle spanned by the three bones <span style=\"color: #ff6600;\"><em>IKChainEnd<\/em><\/span>, <em><span style=\"color: #ff6600;\">IKTarget<\/span><\/em> and <span style=\"color: #ff6600;\"><em>PoleTarget.<\/em><\/span> In the left image below we have the Collar Bone (IK chain end), the Writ Bone (IK Target) and the Elbow Pole target. This triangle defines a plane in space. This <em><span style=\"color: #ff6600;\">pole plane<\/span><\/em> is sketched as a transparent green triangle.<\/p>\n<p>Now look on the other image. The green (selected) bone is the lower arm. This Bone can possibly have a longitudinal rotation angle relative to the <em>pole plane<\/em>. This angle is the <em><span style=\"color: #ff6600;\">Pole Angle<\/span><\/em>:<\/p>\n<div class=\"row-fluid\">\n<div class=\"span6 rhcol\">\n<div id=\"attachment_22365\" style=\"width: 346px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_11.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22365\" class=\"wp-image-22365\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_11.png\" alt=\"rigging_11\" width=\"336\" height=\"227\" \/><\/a><p id=\"caption-attachment-22365\" class=\"wp-caption-text\">Click to Zoom In<\/p><\/div>\n<\/div>\n<div class=\"span6 rhcol\">\n<div id=\"attachment_22366\" style=\"width: 346px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_12.png\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-22366\" class=\"wp-image-22366\" src=\"http:\/\/blog.machinimatrix.org\/wp-content\/uploads\/2014\/09\/rigging_12.png\" alt=\"rigging_12\" width=\"336\" height=\"227\" \/><\/a><p id=\"caption-attachment-22366\" class=\"wp-caption-text\">Click to Zoom In<\/p><\/div>\n<\/div>\n<\/div>\n<p><strong><span style=\"color: #ff6600;\">Note:<\/span><\/strong> The pole angle is always defined for the Rest Pose. The bending of the Arm in the images above just makes it easier to spot how the pole plane is constructed.<\/p>\n<p>For a simple Rig like the Avastar Rig the Pole angle is typically 0<b>\u00b0<\/b>,90<b>\u00b0<\/b>,180<b>\u00b0<\/b> or 270<b>\u00b0<\/b> but it can have any angle actually. Blender allows to set the Pole angle manually. Avastar provides a function that calculates the optimal pole angle automatically whenever you switch from Edit mode to pose mode.<\/p>\n<p>Our course <em><span style=\"color: #ff6600;\">Non Human character Creation<\/span><\/em> tells more about this. You also find some information about the Pole Angle on the Web. You find some resources with Google, see <a href=\"https:\/\/www.google.de\/search?q=blender+pole+angle\" target=\"_blank\" rel=\"noopener\">blender pole target<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Rigging Panel (Tool shelf) [PS Showtime url=&#8221;\/wp-content\/uploads\/2014\/09\/map_rigging.png&#8221;] The rigging 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 panel is provided It has 4 major sections: Bone Display style. Control Bone Visibility. Active Deform Bones Bone [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"parent":100,"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":[4],"tags":[],"class_list":["post-487","page","type-page","status-publish","hentry","category-help"],"_links":{"self":[{"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/pages\/487","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/comments?post=487"}],"version-history":[{"count":0,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/pages\/487\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/pages\/100"}],"wp:attachment":[{"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/media?parent=487"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/categories?post=487"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/avalab.org\/avastar\/legacy\/wp-json\/wp\/v2\/tags?post=487"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}