Auto-Rigger v1.9 for Biped Models
This script is used to help with creating simple ik rig.py files for biped models.
this script only supports 1-4 spine bones.
About foot roll:
this video demonstrate what the foot roll option does:
The foot roll option is only usable if the model has toe bones. as for the axis select your models foot bone in the window and switch to rotation. You should see three colored lines red =' x', blue = 'z' and green ='y'.
Pick the one that lines up with the foot and toe. Make sure the rotation mode is set to local so you don’t make a mistake. This feature is experimental and may not work on all models. if the axis doesn’t line up right with the foot and toe then most likely it won’t work.
you should place the file in either C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\platform\scripts\sfm\animset or C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\workshop\scripts\sfm\animset
if you want to change where the file is saved then go to line 1432 and change the beginning string or get rid of the string path it to have it saved to the current directory where you placed the file fob=open('platform\scripts\sfm\animset\' + name,'w')
This ik rig only works when the model has a pelvis, head, neck, upper leg, lower leg, foot, upper arm, lower arm and hand bones.
-------how to use --------------
- Right click on the model animation set and go to rig->click on Auto Rigger
- After the window pops up first select the number of spine bones your model has
- Then go though each drop menu option and match the right bone names
- Once done, click create script and the rig.py should be created and should be listed in the animation set rig option.
The script file will be saved to this path "game\platform\scripts\sfm\animset\rig_model name.py"
feel free to modify the script for your own use
if you find any bugs or have suggestions message me.
Leave a reply
You need to be logged in to leave a comment.