forked from bartvdbraak/blender
27654953b1
Added a tail control rig. For now, you have to manually hook the resulting controls up to a separate spline IK rig that you make by hand. Perhaps this can be automated in the future. For anyone using this: keep in mind that you need separate armatures for the tail deformation bones and tail control bones. Otherwise you create a cyclic dependency like so: tail deform bones <- spline object <- tail control bones |
||
---|---|---|
.. | ||
__init__.py | ||
arm_biped.py | ||
copy.py | ||
delta.py | ||
eye_balls.py | ||
eye_lid.py | ||
finger_curl.py | ||
leg_biped.py | ||
leg_quadruped.py | ||
mouth.py | ||
neck_flex.py | ||
palm_curl.py | ||
shape_key_distance.py | ||
shape_key_rotdiff.py | ||
shape_key_transforms.py | ||
spine_pivot_flex.py | ||
stretch_twist.py | ||
stretch.py | ||
tail_control.py | ||
track_dual.py | ||
track_reverse.py |