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Merge pull request #32 from Toys0125/Animation-Rigging
Animation Rigging Documation
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---
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title: Animation Rigging
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---
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import { Step, Steps } from 'fumadocs-ui/components/steps';
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import { Callout } from 'fumadocs-ui/components/callout';
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import { Accordion,Accordions } from 'fumadocs-ui/components/accordion';
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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)
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## Setup for Animation Rigging Packages
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<Steps>
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<Step>
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**Adding Rig Builder**: Add a `Rig Builder` component and `Animator` component on the `Armature` Gameobject.
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![Inspector Window at Armature Gameobject](/img/avatars/16.png)
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<Callout type="info">
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*Basis uses the Root/Avatar's gameobject animator for animation and rigging*.
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</Callout>
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<Callout type="warning">
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**You can not use the root's animator for the Rig Builder and will break animation and Basis armature loader.**
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</Callout>
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</Step>
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<Step>
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**Creating Rig Setup**: Create an empty Gameobject named "Rig Setup" and add the `Rig` component to it.
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![Inspector Window for Rig Setup Gameobject](/img/avatars/17.png)
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</Step>
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<Step>
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**Assigning Rig Setup**: Assign the "Rig Setup" Gameobject to the `Rig Builder` component of the `Armature`.
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![Inspector Window for Armature after assignment](/img/avatars/18.png)
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</Step>
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</Steps>
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## Notes on Jiggle Bones
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If Jiggle Bones is affecting any constraints you have to add the `Rig Transform` to all parent bones of the constraint bone.
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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.
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<Callout type="info">
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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.
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</Callout>
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<Accordions type="single">
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<Accordion title="Example Jiggle Bone">
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![Jiggle Bones Example](/img/avatars/21.png)
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</Accordion>
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</Accordions>
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## Rotation Constraints
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<Steps>
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<Step>
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Do the [Setup](#setup-for-animation-rigging-packages) first than continue with instructions for setting up Rotation Constraints.
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</Step>
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<Step>
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Add the `Multi-Rotation Constraint` Component onto an gameobject that is a child of the `Rig Setup` Gameobject.
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![Twist Component in Inspector Window](/img/avatars/19.png)
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</Step>
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<Step>
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Assign the bone you want affected in the Constrained Object field. One or more source objects can be used.
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<Callout type="info">
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You can drag and drop the source bones/GameObjects onto the Source Bojects in the area highlighted in Red.
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You can only add one `Multi-Roation Constraint` per gameObject.
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</Callout>
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![Twist Component in Inspector Window](/img/avatars/20.png)
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</Step>
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</Steps>

content/docs/avatar/meta.json

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{
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"title": "Avatar",
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"icon": "User",
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"pages": ["index", "setup", "building", "uploading", "jiggle", "face-tracking", "shaders"]
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"pages": ["index", "setup", "building", "uploading", "jiggle", "animation-rigging", "face-tracking", "shaders"]
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}

content/docs/avatar/setup.mdx

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- Face Blink
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- Avatar Name
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- Avatar Description
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## Constraints Setup
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Basis does not use the built-in Unity Constraints system, instead it uses Animation Rigging. You can find the setup guide [here](/docs/avatar/animation-rigging#setup-for-animation-rigging-packages).

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