| Rigger
Rollout:
FK Arms/IK Arms: Choose between
Inverse Kinematics or Forwards Kinematics for the arm bones.
If you choose IK, dummies (NURBS
circles in Maya) will be created at the wrist positions that
serve as handles for the IK effectors. The script also creates
an Elbow Swivel attribute, which controls the swivel angle
of the IK solver. The IK chain only controls from the shoulder
to the wrist.
Prop Control Object:
(currently only available in Max) This option creates a dummy
and several custom constraints and attributes. It is useful when
animating a character holding an object with both hands, e.g.
a gun or a broom.
FK Legs/ IK Legs: Choose between
Inverse Kinematics or Forwards Kinematics for the leg bones.
Choosing IK creates two attributes.
The first is the Knee Swivel attribute, which functions
the same as the Elbow Swivel as mentioned above. The second
is the Foot Roll attribute, which controls the foot IK
structure. There are 3 IK chains created and together they control
the entire leg, from the thighs to the toes.
Spine Attributes: This creates
three attributes: Twist, Bend, and Lean. These
control the rotations of all three spine bones at once, making the
animation process go faster. If you prefer to rotate your spine
bones individually, you must leave this unchecked, as you will be
unable to manually override the custom controls once they are in
place.
Mount Point: If you check the
box labeled Create, a weapon mount point will be created
and linked to the left or right hand, depending on which radio button
you choose.
Key All Animatables at 0f:
Just what it says: It selects the "All Animatables" selection
set and sets a key at frame 0. I found myself forgetting to do this
before starting to animate, so I made it automatic.
Create Rig: This button creates
the bones, the control rig, and the named selection set for your
character, based on the options selected in the panel above.
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