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11 changes: 8 additions & 3 deletions content/creator/wearables-and-emotes/emotes/avatar-rig.md
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Expand Up @@ -11,7 +11,7 @@ url: /creator/emotes/avatar-rig
weight: 3
---

202A rig is a virtual skeleton that allows a model to move. It consists of a hierarchy of individual bones, much like a real life skeleton, and it works under a parent/child relationship. This document will cover some basic rigging concepts, such as bone position, bone orientation, deforming and non-deforming bones, the difference between IK and FK and their purposes. The structure of an avatar’s rig, custom attributes, and setup for animating can be found in [rig features]({{< ref "/content/creator/wearables-and-emotes/emotes/rig-features.md" >}}).
A rig is a virtual skeleton that allows a model to move. It consists of a hierarchy of individual bones, much like a real life skeleton, and it works under a parent/child relationship. This document will cover some basic rigging concepts, such as bone position, bone orientation, deforming and non-deforming bones, the difference between IK and FK and their purposes. The structure of an avatar’s rig, custom attributes, and setup for animating can be found in [rig features]({{< ref "/content/creator/wearables-and-emotes/emotes/rig-features.md" >}}).

# **The Basics**

Expand Down Expand Up @@ -49,7 +49,9 @@ _Deforming bones._

_Non-deforming bones._

> **Attention!**: **Do not edit the base skeleton at all!**
{{< hint warning >}}
⚠️ **Attention!** **Do not edit the base skeleton at all!**
{{< /hint >}}

<img src="/images/emotes/BaseSkeleton.png" width="100%" style="margin:30px 0;" />

Expand All @@ -64,9 +66,12 @@ Controls are basically non-deforming bones, which means they will not affect the
It’s also important to notice that it’s not possible to use the controls setup in a software different from the one it was originally done in. Each software has its own logic and it’s not possible to export constraints.

<img src="/images/emotes/RigControls.png" width="100%" style="margin:30px 0;" />

_Controls and their different shapes and colors._

> **Warning**: **The rig has to be animated in the same software it was created in. It’s not possible to use a Blender setup in, for example, Maya and vice versa.**
{{< hint warning >}}
⚠️ **Warning**: The rig has to be animated in the same software it was created in. It’s not possible to use a Blender setup in, for example, Maya and vice versa.
{{< /hint >}}

### What’s FK and IK in a rig?

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16 changes: 9 additions & 7 deletions content/creator/wearables-and-emotes/emotes/rig-features.md
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Expand Up @@ -21,7 +21,9 @@ These are the armature’s transforms in Object Mode with the controls’ setup.

_Rig 1.0 transforms._

> **Warning**: **Never edit the rig in Object Mode.**
{{< hint warning >}}
⚠️ **Warning**: **Never edit the rig in Object Mode.**
{{< /hint >}}

## Bone Orientation

Expand All @@ -31,15 +33,15 @@ This is the bone orientation for Rig 1.0. As it is right now, it’s not possibl

_Axes for bone orientation._

<img src="/images/media/MirrorPose.png" width="100%" style="margin:30px 0;" />
<img src="/images/media/MirrorPose.gif" width="100%" style="margin:30px 0;" />

_Behavior when mirrorring poses._

### Bone Collections

To avoid any accidents and to make it easier to identify the controls, this rig is organized in bone collections that can be accessed in the *Data Properties* tab in Blender. These collections’ visibility can be toggled on and off by clicking on the *Eye Icon.* By default, they are all visible, except for the DON'T TOUCH ones.

<img src="/images/media/BoneCollections.png" width="100%" style="margin:30px 0;" />
<img src="/images/media/BoneCollections.png" width="400" style="margin:30px 0;" />

Armature Data Properties tab.

Expand All @@ -53,10 +55,10 @@ This is how the bones were separated into the collections:
- Fingers: controls for both hands’ fingers.
- Deformation Bones: this is where the deformation bones are stored.

{{< hint info >}}
**💡 Attention!**
{{< hint warning >}}
**⚠️ Attention!**

The DON'T TOUCH collections hold the set ups for IK and other rig constraints and should remain hidden. Editing these bone could brake the functionality of the rig
The DON'T TOUCH collections hold the set ups for IK and other rig constraints and should remain hidden. Editing these bones could break the functionality of the rig.
{{< /hint >}}

## Controls and Grouping
Expand Down Expand Up @@ -110,7 +112,7 @@ _Isolate rotation attribute for the head._

_How the IsoRot attribute for the head works._

{{< hint warning >}} **Warning**: In older Blender versions, even if all controls have been selected and key framed, these custom attributes won’t be automatically key framed. Make sure to manually insert a keyframe in each attribute so you don’t lose the pose/motion you created. In Blender 4.4, by pressing I, a keyframe is set on all attributes and custom properties. {{< /hint >}}
{{< hint warning >}} ⚠️ **Warning**: In older Blender versions, even if all controls have been selected and key framed, these custom attributes won’t be automatically key framed. Make sure to manually insert a keyframe in each attribute so you don’t lose the pose/motion you created. In Blender 4.4, by pressing I, a keyframe is set on all attributes and custom properties. {{< /hint >}}

![In previous versions of Blender, make sure to keyframe all the controls and custom attributes!](https://raw.githubusercontent.com/decentraland/documentation-creators/main/images/emotes/custom_attributes.gif)

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