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Source Filmmaker

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Auto-Rigger v1.9 for Biped Models
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Universe: Original IP
Script
Tags: SFM
Filstørrelse:
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Opdateret:
110.594 KB
17. maj 2015 kl. 19:33
6. sep. 2023 kl. 15:55
18 ændringsbemærkninger ( vis )

Abonner for at downloade
Auto-Rigger v1.9 for Biped Models

Beskrivelse
This script is used to help with creating the ik rig.py files for biped models.

This script supports 1-4 spine bones.

IF your model is not a biped or is more complex then use one of my other IK-scripts :
IK-Rig script1
IK-Rig script2




**this script has an auto-find feature will automatically select the bones based on common bone names( its not perfect, you still need to check to make sure each bone is the right one)**




***This ik rig only works when the model has a pelvis, head, spine,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 and check the boxs if it has toe and collar bones

3.
Go though each drop menu option and match the right bone names with the bones in your model, make sure you pick the right one.[DONT JUST USE THE DEFAULT BONES THE SCRIPT PICKS, CHECK EACH ONE ]

4. Once done, click create script and the rig file 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"
**********************************************
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.
***********************************************

*****known error****
"__main__:172: RuntimeWarning: Unable to create rig
You generally get this error if you tried to load an IK script onto the model, and that load failed. or the rig name already exist in scene

possible solutions:

1) rename the animation set uniquely before applying the ik rig.





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


Includes:
sfm\animset\autorigger\Auto-Rigger.py
541 kommentarer
MR_Yan 31. maj kl. 22:17 
How to do footroll?
blast 30. maj kl. 18:30 
this automatically better than biped simple
lysanderoc 27. feb. kl. 21:22 
I did find a kind-of work-around for it, by making the jaw into the head and the head into the neck (placing the neck in the spine section), it kind of works, but it doesn't work that well. If you do know something that I should do for this, I would really appreciate it. I really like your stuff.
lysanderoc 25. feb. kl. 11:23 
This is a great addon, it works really well for most models I've used it with, but I've run into a small problem with it that has affected a few models. Some models have bones for moving their jaws that are separate from mouth controls, but when I use this, it removes that bone from rig access. I know it's probably a problem on the model's end, but do you think you could add a workaround by adding a small option to enable/select jaw bones? I'm still new to SFM and I don't know if I'm just being dumb. I did try to use the IK-Rigger to see if I could get it to work, but it just made rigs with a bunch of extra bones that couldn't do anything. If you can help with that, that would be awesome.
ZiggyZigs 8. jan. kl. 13:25 
yeah this doesnt work for me anymore.
BMoneee 21. nov. 2024 kl. 8:48 
No the bones follow the standard naming system only characters used are "_"
OMG Theres A Bear In My Oatmeal!  [ophavsmand] 21. nov. 2024 kl. 4:31 
do any of the bone names have special characters in them? if not, to validate the sfm files.
BMoneee 21. nov. 2024 kl. 2:47 
Don't know what I"m looking for here but I will copy paste the newest errors.
File "<string>", line 2268, in <lamda>
File "<string>", line 1601, in main
TypeError: must be unicode, not str

Sorry for the late response I fell asleep I'm very thankful you still even respond to people to this day though. Thank you for trying to help.
OMG Theres A Bear In My Oatmeal!  [ophavsmand] 20. nov. 2024 kl. 17:10 
does any error show up in the console when that happens?
BMoneee 20. nov. 2024 kl. 14:35 
I found where the Rig's File is located and even after permanently deleting it and reinstalling again nothing happens. This happens with all models I use as well. I legit don't know what to do as without a Rig I can't animate. I'm so cooked.