10 checks to perform on Rigs
Hi there :)
This post is about checks that need to be done on Rigs.
In a first step, I planned to publish a list of checks to be done when I discover a new Rig, and I want to know the rig quality. This list is quite global, and can be applied on (almost) any rig.
Then I realised that this list can be used as a check-list before deliver a rig. I’m publishing this list here, and I will eventually update it if I want / need.
- Parent / Constraint
- Root
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First step : verify that there is a root bone. Essential to grab entire rig.
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Scaling
When scaling root bone, model should scale uniformally, without deforming some part of the mesh. Otherwise there is a problem of parent or constraint.
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- Change Rest Position / Pose Position
When switching from one to other, no mouvement should be noticed, except if there is some roll or constraint error.
- Root
- Dependency cycle
- When you switch armature from Edit Mode to Pose Mode, verify console error. If there are some dependency cycles, some errors will be displayed. If you don’t know what is a dependency cycle, you can read an old post about dependency cycle
- When you switch armature from Edit Mode to Pose Mode, verify console error. If there are some dependency cycles, some errors will be displayed. If you don’t know what is a dependency cycle, you can read an old post about dependency cycle
- Bone naming
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I am using keyingset Whole Character to check bone naming. If some animator unused bone have a keyframe, some bones are not correctly named. If you don’t know what I mean, please have a look on my post about Whole Character.
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I pose the rig, and using Mirror Pose, I check that Right / Left convention is OK. (look at hand position this is not symmetrical in example)
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- Roll
- Bone Local axis : Check, for example, that both feet have identical local axis.
- Bone Local axis : Check, for example, that both feet have identical local axis.
- Locked transformations
- If some transformations are not available for some bones, I check that these transformations are locked (so no keyframe on it)
- If some transformations are not available for some bones, I check that these transformations are locked (so no keyframe on it)
- Skinning
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Time to play with the rig to check deformations :)
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Moving root bone far away of world center (200 units up for example), and see … Quickly noticed any problems :)
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- Extras
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Link: I check that all is OK in order to using my rig in another file, using link system. No details on it here, I will write another post about this particular point.
- Bonus: I check if rig has bone groups, with color eventually.
- Bonus: I check if rig has bone groups, with color eventually.
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Bonus again, activating addon Selection Set, I check if there is some entries.
Note that I am currently developping an addon, ExtraGroups, that enhance Selection Sets. This addon will be available before summer 2017.
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Model & Rig used is from Blender Foundation, destroyed by myself :)
Here is a (french) video about all these checks:
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