Blender Rigging

Autorigging

Retargeting

MULTIPLE WEIGHTS MODIFIER

EXPORTING WEIGHTS (Finally)

split in blender bones. unparents it and removes any existing relationship. if you want a separate armatuer tlaga. use separate bones option

lock invert weights in python. blender. control clicking diay to ang right click contextual menu http://rigging-repo.blogspot.com/search/label/Tutorials

Transfer Weights

Armature Moves When Applying Transform

Armature Weights Menu Does Not Appear

METHOD 1: GEO THEN JOINT

METHOD 2: JOINT THEN GEO

Can’t See Options When Selecting Bones on Pose Mode

Rotate Bone Joint Hierarchy in Edit Mode (Like in Pose Mode)

Expy

Bone Modes

Unique to Blender, the bones can be accessed in three ways: Object Mode, Edit Mode and Pose Mode. For animators, the workflow makes sense since they can’t accidentaly modify structure or changed the build pose. For riggers, the process is somewhat cumbersome since you’d have to switch to one mode to parent and another mode to constraint.

For comparison, Maya, Max and Cinema4D only has one mode. The animators need not worry about screwing the rig since they will be working on a reference file.

The list below shows what can do in specific modes

Object Mode

Edit Mode

Pose Mode

Drivers Editor

Generator Modifier in the Drivers Editor. Modifiers how will it be affected.
Driver Name Space. Saving a script within the Blender file and referencing it in the Drivers Editor
One definitive resource for Useful for Drivers Name Space
Can be used also on cycle shading
https://blender.stackexchange.com/questions/104638/establish-a-variable-inside-a-driver-expression
Just FYI
https://blender.stackexchange.com/questions/71902/invalid-python-expression-when-using-driver-with-python-script
 
(var + 3.5) if var > 0 else (var - 3.5) if var < 0 else 1
import bpy
def x(var):
    if var > 0:
        return var + 3.5
    elif var < 0:
         return var - 3.5
    else:
         return 1
bpy.app.driver_namespace["x"] = x

And then use x(var) as your driver expression. Thanks. One thing worth mentioning is the use_self option, which is the object being driven, passed as an argument, for example x(self) and var = self.location.x in the method instead of setting up a variable of the same in driver panel is worth looking into.

Skinning Workflow

Constraints

Workflow

Inverse Kinematics (IK)

locking axis orientations in IK. need to be specific.

On the controller bones>uncheck deformer Click the controller bone>Shift select the top arm bone>Shift I. Then set it to 2. Pole target seems a bit buggy. So to set up. Same as above. But to set to 1. Need to be in pose mode to create constraint. There is no shift clicking. You need to box select. For the wrist, you need a dummy/palm joint to disable inherit joint Then wrist IK controller bone, then select palm, shift+Ctrl+c (constraint options ). Click Set-Inverse to set tha maintain offset To bind. You have to be in objet mode..

Edit reference bones Hide the meta rig and in the layers in the scekelton. enable the visibility Ctrl+ RMB. Mode: Edit Mode Menu: Armature ‣ Split Hotkey: Y A bit confusing. As there are commands that are applicable to tips and the bones. itself. whenever you animate. blender store it into an action (animation data). with the armature, you only get one animation data, you can only parent in edit mode. in pose mode, the bones functions like empties all controls should be in the armature

Classification Deforming Bones Control Bones

need to ctrl+shift to hide how to bind with proper parent. if you want to add audio, you need to go the video editing layou

The Beautiful Weight Paint Gradient Tool. blender. have to agree. its actually beautiful haha.