To manage and customize effectors in the Rig hierarchy. A special Scene View overlay has been added Effectors are not visible in the Game view. In the same hierarchy as the Rig Builder or Rig component. Similarly to bones, Rig Effectors allow the user to add visual gizmos to transforms for visualization and selection. The user can choose from one of the default looks Pyramid, Line or Box.
Tripods of local axes can also be displayed and their size adjusted to accommodate user preference. The Bone Size, Shape and Color can be modified. This, for example, allows the user to define his character deform skeleton for rigging purposes. These bones are not visible in the Game view. The Bone Renderer component allows the user to define a transforms hierarchy to be drawn as bones for visualization and selection during the rigging process. Using Rig Layers, the Rig Builder component allows for stacking of multiple Rigs, that can be enabled/disabled at any time. Rig Builder needs to affect the same hierarchy as the Animator. The Rig Builder component needs to be added to the GameObject that has the Animator component. The Rig Builder component lives alongside the Animator component and creates a Playable Graph that is appended to the existing Animator state machine. This video also demonstrates package component usage to create a custom Animation Rig. The following sections present required components and steps to take in order to define an Animation Rig. World interaction rigs (IK, Aim, etc.) for interactive adjustments, targeting, animation compression correction, and so on. This includes deform rigs (procedural secondary animation) for such things as character armor, accessories and much more. Īnimation Rigging allows the user to create and organize different sets of constraints based on the C# Animation Jobs API to address different requirements related to animation rigging.
The following document describes the setup process, constraint definitions and additional information on the Animation Rigging package.