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General / 11 December 2020

SISO Rigging Dev log 2

Just a update.
I have changed how the rig modules shall be loaded in. Instead of presenting buttons for every module. I instead created combo boxes with a build button. This way it will make it more safe and you won't be able to build a rig modules on top of each other.


I managed to port over my leg rigger into a rigging module for the legs. And I also wanted to try how easy it is to convert rigging scripts made by other people into the rigging system and found that it is quite easy. With some minor tweaking and additions I was able to convert a FK/IK arm script made by lovepepsii.artstation.com and import into the system.


The build button fist creates a locator for each bone. Bakes it down and then builds the rig. Then it bakes the locators animation onto the rig components. Then if you press the build button again it will ask you if you want to bake the changes or if you just want to remove the rig.

What I needed to be careful with is that the scene should be clean of any nodes created by the rig module so I had to gather them up into a cleanup list that gets removed when the user wants to bake down the changes to the skeleton.