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Auto-Rigger v1.9 for Biped Models


Description

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:

(https://www.youtube.com/watch?v=VsaUFuTx7_E)

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

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 --------------

  1. Right click on the model animation set and go to rig->click on Auto Rigger
  2. After the window pops up first select the number of spine bones your model has
  3. Then go though each drop menu option and match the right bone names
  4. 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"

Steam workshop page

feel free to modify the script for your own use
if you find any bugs or have suggestions message me.



Comments

I install all my custom models into the **'SourceFilmmaker\game\CustomModelName'** directory instead of the **usermod** folder, then I use the **Source SDK** to activate individual mods. How should I go about installing the auto rigger? Should I place the **Auto-Rigger_nLUyQny.py** into this directory: **'SourceFilmmaker\game\AutoRigger\scripts\sfm\animset'** or into the directory you mentioned above: **'SourceFilmmaker\game\platform\scripts\sfm\animset'** What would be the best setup for people who don't use the usermod folder to install their models/addons? Also, not sure if it matters, I don't use Steam Workshop.

RedHandJob posted 3 years, 2 months ago

msu355

@RedHandJob, 'SourceFilmmaker\game\platform\scripts\sfm\animset' is fine so is "SourceFilmmaker\game\workshop\scripts\sfm\animset"

msu355 posted 3 years, 2 months ago

I placed the Auto-Rigger file in 'SourceFilmmaker\game\platform\scripts\sfm\animset' and the SFM script created a new rig for me in the same location as the Auto-Rigger file. However, after restarting SFM and applying the newly created rig to the model, I wasn't able to move the pelvis or the other rig_bones. The model just remains in place. Things like rootTransform and unrigged bones still work, but not exactly behaving like a typical IK-Rig. Tested with the following file: https://sfmlab.com/item/1202/ I made sure to match up the japanese bones with their correct counterparts. Tried with and without foot roll.

RedHandJob posted 3 years, 2 months ago

msu355

@RedHandJob, thanks for telling me, i just updated it, check to see if it works.

msu355 posted 3 years, 2 months ago

Thanks, it appears to be working now. What was the cause for it to behave that way, and how long has it been like that? lol

RedHandJob posted 3 years, 2 months ago

msu355

@RedHandJob, it was from the last time i updated it, a month ago, it seems that that i forgot to add two lines of code back in when adding the spine one option.

msu355 posted 3 years, 2 months ago

Is it safe to move the newly created IK-rig into my custom_model's own folder? - /SourceFilmmaker/game/custom_model - ../models - ../materials - ../scripts - ..../sfm - ....../animset - ......../custom_model.py Can I share IK-rigs(created by Auto-Rigger script) with other users?

RedHandJob posted 3 years, 2 months ago

msu355

@RedHandJob, yes and yes

msu355 posted 3 years, 2 months ago

Thank you. Do you have a script that can allow bones on a cape/clothing or hair to react to gravity, or is that something only a 3rd party 3d software can incorporate?

RedHandJob posted 3 years, 2 months ago

msu355

@RedHandJob, you could try sfmphys: https://github.com/ClintonM0/sfmphys it adds physics simulation to models. how to use: https://www.youtube.com/watch?v=tHfEP0UVkzQ

msu355 posted 3 years, 2 months ago


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