Source Filmmaker

Source Filmmaker

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Auto-Rigger v1.9 for Biped Models
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Universe: Original IP
Script
Tags: SFM
File Size
Posted
Updated
110.594 KB
17 May, 2015 @ 7:33pm
6 Sep, 2023 @ 3:55pm
18 Change Notes ( view )

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Auto-Rigger v1.9 for Biped Models

Description
This script is used to help with creating the ik rig.py files for biped models.

This script supports 1-4 spine bones.

IF your model is not a biped or is more complex then use one of my other IK-scripts :
IK-Rig script1
IK-Rig script2




**this script has an auto-find feature will automatically select the bones based on common bone names( its not perfect, you still need to check to make sure each bone is the right one)**




***This ik rig only works when the model has a pelvis, head, spine,neck, upper leg, lower leg, foot, upper arm, lower arm and hand bones.***

***************************************how to use *************************
1. Right click on the model animation set and go to rig->click on Auto-Rigger

2. After the window pops up first select the number of spine bones your model has and check the boxs if it has toe and collar bones

3.
Go though each drop menu option and match the right bone names with the bones in your model, make sure you pick the right one.[DONT JUST USE THE DEFAULT BONES THE SCRIPT PICKS, CHECK EACH ONE ]

4. Once done, click create script and the rig file should be created and should be listed in the
animation set rig option.

The script file will be saved to this path "game\platform\scripts\sfm\animset\rig_model name.py"
**********************************************
About foot roll:
this video demonstrate what the foot roll option does: https://www.youtube.com/watch?v=VsaUFuTx7_E

The foot roll option is only usable if the model has toe bones. as for the axis select your models foot bone in the window and switch to rotation. You should see three colored lines red =' x', blue = 'z' and green ='y'. Pick the one that lines up with the foot and toe. Make sure the rotation mode is set to local so you don’t make a mistake. This feature is experimental and may not work on all models. if the axis doesn’t line up right with the foot and toe then most likely it won’t work.
***********************************************

*****known error****
"__main__:172: RuntimeWarning: Unable to create rig
You generally get this error if you tried to load an IK script onto the model, and that load failed. or the rig name already exist in scene

possible solutions:

1) rename the animation set uniquely before applying the ik rig.





feel free to modify the script for your own use
if you find any bugs or have suggestions message me in the comments below


Includes:
sfm\animset\autorigger\Auto-Rigger.py
530 Comments
Swordman 27 May @ 5:10pm 
This works on a model I'm using, but it compresses all the limbs/brings the hands and feet closer to the body the body and they refuse to move back out. The actual rig bone positions are where they should be. I already tried IK_rigger and followed all the steps but the generated rig would not apply to the model at all.
ScorchedGarbage 12 May @ 10:37am 
W mod
Suited Bald 8 May @ 5:45am 
other ik rigs was bad
Suited Bald 8 May @ 5:45am 
oh thanks it works
OMG Theres A Bear In My Oatmeal!  [author] 7 May @ 1:02pm 
try my other rig script to see if it works: https://steamproxy.net/sharedfiles/filedetails/?id=823150917
Suited Bald 7 May @ 7:27am 
but my game lags when i try to move the fingers
Suited Bald 7 May @ 7:26am 
yea
OMG Theres A Bear In My Oatmeal!  [author] 7 May @ 7:04am 
does any other script work? like biped simple/
Suited Bald 7 May @ 7:00am 
i cant make rigs with this one too
Suited Bald 7 May @ 7:00am 
i still have the same issue :/