The process of creating a rig involves placing and adjusting sets of prototype objects. These prototype objects are attached to joints of the character's skeleton and are used to generate the actual rig.
While the rig itself is generated automatically, its quality depends on the quality of the prototype. Creating a good prototype requires choosing right positions for its elements.
Every instrument for creating and managing prototype objects is located on the Rigging tool panel. It can be enabled by selecting from the Objects menu.
This group of parameters controls the position of the additional point controller.
The X, Y and Z radio buttons allow you to set an axis on which the additional controller is lying
Position of the third controller on the X (left), Y (middle) and Z (right) axes. The rigid body is hidden from view
Global and Local
These radio buttons define whether the axis on which the additional controller is lying should be Global or Local
Orthogonal to joint fold
When this option is enabled, the third controller will be placed at the bending axis between the main selected joint and its parent joint. Used for creating limbs such as arms and legs
An additional point controller lying on the bending axis between two joints
This option only works when character limbs are bent by default (so the bending axis can be calculated). If the limbs form a straight line, it will not work. In this case, it is recommended to use joints to slightly bend the limbs.
When this option is selected, axis for the additional controller cannot be specified
This parameter determines the distance between the third controller and the two other ones
Prototype rig elements can be viewed in the Outliner window. There, you can edit their properties such as mass for rigid bodies.
This group of parameters controls what kind of prototype rig elements are created when the Add rig element button is clicked
Only box controllers
If this option is enabled, only box controllers will be created for selected joints. Can be used for rigging parts of the character that do not require physics (such as fingers, hair, cloth etc.)
When this option is enabled, proto elements are created for every selected joint. This way, you can create sequences of elements, which is useful for rigging things like limbs or tails.
If a joint has multiple child joints, only one of them should be selected for this option to work
If this is enabled, controllers and rigid bodies will be created symmetrically for both sides of the character(enabled by default). This option only works when joints are properly named (see the Creating Rigs chapter)
Two fields below this option are used to set the text strings for symmetrical joints. The left field sets the string for the joints at the left side of the character (“_l” by default), while the right field is used for the joints at the right (“_r” by default)
Union to hinge
Delete rig elements
Deletes selected rig element(s). Hotkey for this function is Del
Add point controller
Creates a new point controller. For this function to work properly, a rigid body should be selected. The newly created point controller will be linked to the selected rigid body.
Delete proto objects after create
If this option is enabled, all proto rig elements will be deleted when an actual rig is created
Create JSON File
Clicking this button allows you to save a JSON file with the description of the rig you've created.
This file can be used for automatically rigging characters that use the same skeleton (this is done by selecting Import → Create from rig data from the File menu)
Clicking this button converts all proto rig elements to parts of an actual rig and links them to the character skeleton. The proto elements may be deleted after this conversion, or they might be kept (for example, if you want to be able to make further adjustments to your rig), depending on the Delete proto objects after create option
Closes the Rigging tool window