Auto IK Rigger:一个可以真·一键绑定的轻量级Blender插件

前言

比较知名的Blender绑定插件有自带的Rigify以及价值40刀的Auto Rig Pro,这两个插件都很好用,但它们都有着共同的特点(问题):

  • 它们都有自己的骨架命名规则。
  • 它们都是先绑定再蒙皮。

有的时候我们想借助类似Mixamo这样的绑定神器对模型进行骨架蒙皮,这样就没有办法再使用上面两个插件了。老王比较喜欢类似Akeytsu和Cascadeur的工作流程,即你可以使用很自由的命名规则架设骨架并蒙皮以后,再进行IK等机制的绑定。偶然间在Gumroad上发现了Auto IK Rigger(价格5刀)。

使用方法

0. 安装Auto IK Rigger插件

1. 架设骨架 and 蒙皮

这里直接使用了Mixamo下载的模型

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2. 绑定

真是轻量级,连N面板上的UI都不给,需要用F3调出查询窗口输入“Auto IK Rigger”
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然而后面发生的就厉害了,Mixamo骨骼全部自动识别,直接按确定就可以生成绑定了。

注意:红框中的几个选项根据需要勾选一下

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神奇不神奇
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3. 原理

这是怎么实现的呢,实际上在这个插件的安装目录下有一个JSON文件

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类似下面这个样子,通过配置这个文件,不仅可以实现Mixamo骨骼的一件绑定,依照你自己的命名规则架设的骨架也可以一键绑定

{
    
    
   "Head":[
      "bip_head",
      "Head",
	  "mixamorig:Head",
	  "head neck upper",
      "G_head",
	  "head",
	  "Head",
	  "head.x"
   ],
   "Neck":[
      "bip_neck",
	  "Neck",
	  "head neck lower",
	  "mixamorig:Neck",
      "G_neck",
	  "neck_01",
	  "neck.x"
   ],
   "Pelvis":[
      "bip_pelvis",
	  "mixamorig:Hips",
	  "Pelvis",
	  "root hip",
                  "Hips",
	  "Rot",
      "G_pelvis",
	  "pelvis",
	  "root.x"
   ],
   "Left_Arm":[
      "bip_upperArm_L",
	  "arm left shoulder 2",
	  "mixamorig:LeftArm",
	   "L_Arm",
	  "ShoulderL",
      "G_uparm_L",
	  "upperarm_l",
	  "arm_stretch.l"
   ],
   "Left_Elbow":[
      "bip_lowerArm_L",
	  "arm left elbow",
	  "mixamorig:LeftForeArm",
 	   "L_ForeArm",
	  "ArmL",
      "G_lowarm_L",
	  "lowerarm_l",
	  "forearm_stretch.l"
   ],
   "Left_Hand":[
      "bip_hand_L",
	  "arm left wrist",
	  "mixamorig:LeftHand",
	   "L_Hand",
	  "HandL",
      "GD_hand_L",
	  "hand_l",
	  "hand.l"
   ],
   "Right_Arm":[
      "bip_upperArm_R",
	  "arm right shoulder 2",
	  "mixamorig:RightArm",
	  "R_Arm",
	  "ShoulderR",
      "G_uparm_R",
	  "upperarm_r",
	  "arm_stretch.r"
   ],
   "Right_Elbow":[
      "bip_lowerArm_R",
	  "arm right elbow",
	  "mixamorig:RightForeArm",
	  "R_ForeArm",
	  "ArmR",
      "G_lowarm_R",
	  "lowerarm_r",
	  "forearm_stretch.r"
   ],
   "Right_Hand":[
      "bip_hand_R",
	  "arm right wrist",
	  "mixamorig:RightHand",
	  "R_Hand",
	  "HandR",
      "GD_hand_R",
	  "hand_r",
	  "hand.r"
   ],
   "Left_Thigh":[
      "bip_hip_L",
	  "leg left thigh",
	  "mixamorig:LeftUpLeg",
	  "L_UpLeg",
	  "LegL",
      "G_thigh_L",
	  "thigh_l",
	  "thigh_stretch.l"
   ],
   "Right_Thigh":[
      "bip_hip_R",
	  "leg right thigh",
	  "mixamorig:RightUpLeg",
	  "R_UpLeg",
	  "LegR",
      "G_thigh_R",
	  "thigh_r",
	  "thigh_stretch.r"
   ],
   "Left_Knee":[
      "bip_knee_L",
	  "leg left knee",
	  "mixamorig:LeftLeg",
	  "L_Leg",
	  "KneeL",
      "G_calf_L",
	  "calf_l",
	  "leg_stretch.l"
   ],
   "Right_Knee":[
      "bip_knee_R",
	  "leg right knee",
	  "mixamorig:RightLeg",
	  "R_Leg",
	  "KneeR",
      "G_calf_R",
	  "calf_r",
	  "leg_stretch.r"
   ],
   "Left_Foot":[
      "bip_foot_L",
	  "leg left ankle",
	  "mixamorig:LeftFoot",
	  "L_Foot",
	  "FootL",
      "GD_foot_L",
	  "foot_l",
	  "foot.l"
   ],
   "Right_Foot":[
      "bip_foot_R",
	  "leg right ankle",
	  "mixamorig:RightFoot",
	  "R_Foot",
	  "FootR",
      "GD_foot_R",
	  "foot_r",
	  "foot.r"
   ],
   "Spine_0":[
      "G_waist",
	  "spine lower",
	  "bip_spine_0",
	  "Waist",
	  "mixamorig:Spine",
	  "Spine",
	  "spine_01",
	  "spine_01.x"
   ],
   "Spine_1":[
      "G_stomach",
	  "spine middle",
	  "bip_spine_1",
	  "Bust",
	  "mixamorig:Spine1",
	  "Spine1",
	  "spine_02",
	  "spine_02.x"
   ],
   "Spine_2":[
      "G_chest",
	  "spine upper",
	  "bip_spine_2",
	  "mixamorig:Spine2",
	  "Spine2",
	  "spine_03",
	  "spine_03.x"
   ],
   "Left_Collar":[
      "GD_clavicle_L",
	  "arm left shoulder 1",
	  "bip_collar_L",
	  "ClavicleL",
	  "mixamorig:LeftShoulder",
	  "L_Shoulder",
	  "clavicle_l",
	  "shoulder.l"
   ],
   "Right_Collar":[
      "GD_clavicle_R",
	  "arm right shoulder 1",
	  "bip_collar_R",
	  "ClavicleR",
	  "mixamorig:RightShoulder",
	  "R_Shoulder",
	  "clavicle_r",
	  "shoulder.r"
   ]
}

局限性

  1. 只能绑定二足角色而且没有面部
  2. 绑定比较简单,不能实现拉伸效果
  3. IK/FK都有,但是没有IK/FK之间的互相吸附

总之确实很轻量级

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转载自blog.csdn.net/hello_tute/article/details/108208531
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