blender-character-rigging
Installation
SKILL.md
Character Rigging
The execution model is in blender-core. Faces and shape keys are in blender-facial-shapekeys, animation in blender-animation.
Pipeline (scripts chain; each returns JSON)
- Prepare the mesh: scale applied, facing -Y, feet at Z=0, centered on X=0, symmetric, in T- or A-pose (A-pose 30–45° deforms shoulders better). Run
blender-asset-qafirst. - Metarig:
scripts/rigify_build.py -- --add basic_human --fit Body(humanadds a full face rig; for games use--no-face+ shape keys). - Place the joints (the fit only scales). Edit bones in X-ray against the mesh: joints sit at the pivot of rotation (inside the volume, not on the surface). The elbow and knee need a slight bend toward their natural direction (elbow back, knee forward) so the IK solves the right way. Symmetrize:
bpy.ops.armature.symmetrize(). Check withlook(shading="xray"). - Generate:
--metarig META_Body --generategivesRIG_Body(control rig: FK/IK, IK/FK snapping, tweak bones, bone collections). - Skin:
scripts/bind_mesh.py -- --armature RIG_Body --meshes Body. It uses heat weights, switches to the voxel-proxy transfer automatically when heat fails (non-manifold, kitbashed or AI meshes), then cleans to 4 influences and normalizes. - Stress test:
scripts/stress_poses.py -- --armature RIG_Body, thenlook(mode="frames", frames=[1,10,20,30,40,50]). Fix collapsing elbows, candy-wrapped forearms, a sunken shoulder or a hip crease (below). - Engine skeleton:
rigify_build.py -- --rig RIG_Body --game-skeletongivesGAME_RIG_Body=root+ DEF bones in a clean hierarchy, withDEF-stripped, constrained to the control rig and with the meshes re-targeted. Animate with the control rig, then bake to the game skeleton and export it (blender-animation→blender-export-pipelines). - Validate:
scripts/rig_check.py -- --armature GAME_RIG_Body --profile unity|unreal|roblox [--fix].