Basic¶
These single-bone rig types are used to generate features than can tedious to repeat multiple time throughout the metarig. They must be applied separately to every bone even within a connected chain, and can have connected children controlled by a different rig type. This is unlike chain-based rig types that usually consume the whole connected chain.
Piston¶
Single Bone
Important
Requirement: A chain of at least two connected bones.
- Make Control (Boolean)
Creates controls bones for each ends of the piston.
- Widget (Boolean)
Choose a registered widget type for the control bones.
- Parent Head (Boolean)
- Name of the bone in the generated rig that will be the parent of the tail of the piston.Leaving it empty will default it to the parent of the ORG bone.
- Parent Tail (Boolean)
- Name of the bone in the generated rig that will be the parent of the tail of the piston.Leaving it empty will default it to
Parent Head.
Root¶
Single Bone
('root_03' if root_number = 3, 'root_2' if root_number = 2).('root' regardless of root_number's value).Important
- Number of root bones (Integer)
Number of root bones that will be generated
(min = 1, max = 3).
- Register Parent (Boolean)
Registers the rig as a potential parent scope for its child sub-rigs’ parent switches.
- Tags (String)
- Specifies additional comma-separated tag keywords for the registered parent scope.They can be used by other rigs to filter parent choices, or for selecting the default parent.
Some of the existing tags that are useful here:
injectedThe parent scope will be made available for all children of the parent sub-rig, rather than just this rig’s children.
held_objectA control for the object held in the character’s hand. Preferred by finger IK.
The
injected,held_objectcombination is perfect for such a control.
Single Axis Pivot¶
Single Bone
- Widget Type
Allows selecting one of the predefined widgets to generate for the master control instead of the
spin_pivot.
Ball¶
Single Bone
- Extra Pivot (Boolean)
Adds a custom pivot bone for the main control.
- Assign Tweak Collections (Boolean)
If enabled, allows placing the squash and pivot bones into the specified bone collections.