Character rigging
Establish scene scale and character height before creating bones. Build a named hierarchy with positive bone lengths and deform flags, then bind one intended body mesh and assign explicit, topology-bound weights. Inspect bound meshes and bone lengths after binding.
Use IK targets and pole controls for limbs that need planted or directed endpoints; keep FK available through the underlying pose bones. Add joint limits only where their axes and ranges are understood. Test that moving a hand or foot controller changes the intended chain without moving unrelated controls.
For props, keep one object and use an explicit constraint whose influence can be animated. Check world-space continuity at every ownership switch. Rebuild or rescale from recipe parameters when height changes; do not fake a rig by keyframing disconnected body-part objects. Current automatic weight painting and production deformation cleanup are not claimed—use explicit groups and inspect the result.
rig.rigify_status distinguishes a bundled module from an enabled add-on. After explicit approval,
use gated rig.rigify_install: prefer the bundled Blender 5.2 module, optionally persist user
preferences, and do not use the network. Set allowDownload: true only when Rigify is genuinely
absent and the user authorized an official Extensions download; the command accepts no custom URL or
package ID. Call rig.rigify_generate only when status reports its operator available and the selected
armature is a compatible metarig. Rigify creates controls and bones; it does not replace mesh skinning
or weight validation.
什么时候使用(When to Use)
角色需要可编辑骨架、蒙皮、IK 控制、关节限制或道具约束时使用。仅制作动作时交给 blender-character-animation。
输入与前置条件(Prerequisites)
- 已确认角色网格、场景单位、目标身高、拓扑版本和变形需求。
- 明确骨骼命名、层级、对称规则、IK 链、pole 方向和关节活动范围。
执行流程(Workflow)
Step 1. 检查网格变换、法线、非流形区域和对象比例,保存基线修订号。 Step 2. 建立正骨长、明确 roll 与 deform 标记的层级并验证对称关系。 Step 3. 绑定唯一目标网格,创建显式顶点组并清理未归一权重。 Step 4. 添加 IK、pole、限制和道具约束,逐个移动控制器验证影响范围。 Step 5. 保存重开,并以极限姿态测试主要关节和接触区域。
验证与交付证据(Validation)
报告骨骼数、零长度骨骼、层级、绑定网格、未加权顶点、权重和、控制器测试与极限姿态预览。Rigify 还需记录状态探测和 operator 可用性。
Rules 与能力边界(不适用场景)
骨架生成不等于高质量蒙皮;自动权重必须人工检查。本技能不声称完成人脸绑定、肌肉系统或生产级变形清理。
Gotchas(常见问题与恢复)
- 网格不随骨架:检查 modifier、对象绑定和顶点组名称。
- IK 不稳定:复核 bone roll、pole 角和链长。
- 权重爆点:定位受影响顶点并归一化,不重绑整个角色掩盖问题。