Provides parameters to control the display of the quadruped autorig.
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.
|Animation Rig Path|
Defines which skeleton will be used to drive the deformations of the skin.
Displays the skin in the viewport. You must create skin in order for this checkbox to work.
Displays the eyes in the viewport.
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
The material to attach to the skin.
The Properties SHOP to control rendering parameters.
Head and Neck
|Use Custom Eye|
Path to an object network from the scene.
File path to eye geometry.