Quadruped Deform Rig object

Provides parameters to control the display of the quadruped autorig.

Note

After you generate the Animation and Deform rigs, you have to Refresh Imports from the gear menu in the Parameters tab of the Operator Type Properties of the two assets, since the parameter dialogs are relatively empty. The dialogs are build using the new Import Blocks, so you have to tell the assets to refresh and populate the import folders, and currently HOM can’t do that but will be able to in the future so the assets will be able to be put down locked and ready to go.

Parameters

Animation Rig Path

Defines which skeleton will be used to drive the deformations of the skin.

Display Skin

Displays the skin in the viewport. You must create skin in order for this checkbox to work.

Display Eyes

Displays the eyes in the viewport.

Preferences

Display Bones

This is a master control for the visibility control for body parts. When this option is off, no bones or capture geometry will be visible.

Display Capture Geometry

Displays the capture geometry of the rig.

This tab has individual checkboxes for the display of each bone.

Shading and Rendering

Skin Material

The material to attach to the skin.

Rendering Properties

The Properties SHOP to control rendering parameters.

Head and Neck

Left/Right Eye

Use Custom Eye

None

Use default eyes.

From Scene

Use an object from the scene.

From File

Use a geometry object from a disk file.

Scene Object

Path to an object network from the scene.

File Path

File path to eye geometry.

Usages in other examples

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