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| 1 | +--- |
| 2 | +title: Animation Rigging |
| 3 | +--- |
| 4 | +import { Step, Steps } from 'fumadocs-ui/components/steps'; |
| 5 | +import { Callout } from 'fumadocs-ui/components/callout'; |
| 6 | +import { Accordion,Accordions } from 'fumadocs-ui/components/accordion'; |
| 7 | + |
| 8 | +Documentation can be found for all the Constraints that Animation Rigging provides [here](https://docs.unity3d.com/Packages/com.unity.animation.rigging@1.4/manual/ConstraintComponents.html) |
| 9 | + |
| 10 | +## Setup for Animation Rigging Packages |
| 11 | +<Steps> |
| 12 | + |
| 13 | +<Step> |
| 14 | +**Adding Rig Builder**: Add a `Rig Builder` component and `Animator` component on the `Armature` Gameobject. |
| 15 | + |
| 16 | + |
| 17 | + |
| 18 | +<Callout type="info"> |
| 19 | +*Basis uses the Root/Avatar's gameobject animator for animation and rigging*. |
| 20 | +</Callout> |
| 21 | + |
| 22 | +<Callout type="warning"> |
| 23 | +**You can not use the root's animator for the Rig Builder and will break animation and Basis armature loader.** |
| 24 | +</Callout> |
| 25 | +</Step> |
| 26 | +<Step> |
| 27 | +**Creating Rig Setup**: Create an empty Gameobject named "Rig Setup" and add the `Rig` component to it. |
| 28 | + |
| 29 | + |
| 30 | + |
| 31 | +</Step> |
| 32 | + |
| 33 | +<Step> |
| 34 | +**Assigning Rig Setup**: Assign the "Rig Setup" Gameobject to the `Rig Builder` component of the `Armature`. |
| 35 | + |
| 36 | + |
| 37 | + |
| 38 | +</Step> |
| 39 | +</Steps> |
| 40 | + |
| 41 | +## Notes on Jiggle Bones |
| 42 | + |
| 43 | +If Jiggle Bones is affecting any constraints you have to add the `Rig Transform` to all parent bones of the constraint bone. |
| 44 | + |
| 45 | +Fx: You have a laser that is constraint to look the direction of your avatar's head. You have to go from parent of the laser adding `Rig Transform` components until you hit an Armature/Humanoid bone. |
| 46 | +<Callout type="info"> |
| 47 | +This includes all source bones if they are not part of the humanoid. Fx: Wings that are affected by Jiggle Bones need `Rig Transform` components if you have a constraint reference them. |
| 48 | +</Callout> |
| 49 | +<Accordions type="single"> |
| 50 | +<Accordion title="Example Jiggle Bone"> |
| 51 | + |
| 52 | +</Accordion> |
| 53 | +</Accordions> |
| 54 | + |
| 55 | + |
| 56 | +## Rotation Constraints |
| 57 | +<Steps> |
| 58 | + |
| 59 | +<Step> |
| 60 | + |
| 61 | +Do the [Setup](#setup-for-animation-rigging-packages) first than continue with instructions for setting up Rotation Constraints. |
| 62 | + |
| 63 | +</Step> |
| 64 | + |
| 65 | +<Step> |
| 66 | + |
| 67 | +Add the `Multi-Rotation Constraint` Component onto an gameobject that is a child of the `Rig Setup` Gameobject. |
| 68 | + |
| 69 | + |
| 70 | + |
| 71 | +</Step> |
| 72 | + |
| 73 | +<Step> |
| 74 | + |
| 75 | +Assign the bone you want affected in the Constrained Object field. One or more source objects can be used. |
| 76 | +<Callout type="info"> |
| 77 | +You can drag and drop the source bones/GameObjects onto the Source Bojects in the area highlighted in Red. |
| 78 | +You can only add one `Multi-Roation Constraint` per gameObject. |
| 79 | +</Callout> |
| 80 | + |
| 81 | +</Step> |
| 82 | + |
| 83 | +</Steps> |
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