Shifter Component Reference
Shifter comes with over 40 components you can build your rig from. This section covers the functionality and settings of each one in detail.
Guide Settings
Main Settings
Settings shared by all components.
Name: The base name of the component, all the parts of the component get renmaed.
Side: Which side the component is on; Left, Right or Center
Component Index: WIP
Connector: WIP
Joint Connection Settings
Use Joint Index: WIP
Parent Joint Index: WIP
Channel Host Settings
Host: The guide that stores the extra attributes for this component, such as IK/FK blendering and more. This will generally be a control_01 component.
Custom Ctonrollers Group
WIP
Shifter Components
arm_2jnt_01
Two bone arm setup with:
IK/FK blending for switching between animating with IK or FK
Roll attribute that lets you adjust the elbow direction, without moving the pole vector
Twist joints for better deformations around the shoulder and wrist joints
Armpit roll to manually adjust the twist joints around the shoulder joint
Scale of the entire arm
Stretching so the arm can elongate when the IK control is too far away to reach, including a maximum stretch limit
Sliding of the elbow, which elongates the upper arm while shortening the lower arm, or vice versa
Softness to prevent popping when the IK arm is stretched out straight
Reverse to make the arm bend in the opposite direction when using IK
Roundness for rubber hose style animation
Volume preservation during stretching
Elbow controller for accurately positioning the elbow, for instance when a character is resting her elbows on a table
Space switchers for the IK, Up Vector and Elbow controllers that controls which space they follow
This is the default arm comoponent used by the biped template rig.
Guide Positioning
WIP
Compoent Settings
TODO! Should this be tools tips in the interface itself.
IK/FK Blender: Default
Source
Link to Module (how)
arm_2jnt_02
WIP
arm_2jnt_03
WIP
arm_2jnt_04
WIP
arm_2jnt_freeTangents_01
WIP
arm_ms_2jnt_01
WIP
brow_01
Brow rig from a path along the brow on the mesh, one side per component. It builds the same rig as Brow Rigger 3.0 (Rigbits > Facial Rigger 3.0): a whole brow control, main and tangent controls, optional secondary controls, squeeze, the optional slide surface and an optional topological autoskin.
Guide
root: near the middle of the brow.
aim: in front of it. Root to aim is the front direction, and the aim depth is the distance of the controls.
The side is the component side; right side controls mirror the left ones.
Settings: the brow path, the controls, squeeze, the slide surface,
joints and autoskin, as in Brow Rigger 3.0. Check Detection selects the
inner end found from the path. Import Config and Export Config read
and write the Brow Rigger .brows files. A center brow shows Left Brow
and Right Brow: the roots of the left and right brow_01 guides its
ends follow.
Notes
The mesh, and the slide surface when set, must be in the scene when the rig builds.
Duplicate Symmetrical mirrors the locators and the path on the mesh.
cable_01
WIP
chain_01
WIP
chain_FK_spline_01
WIP
chain_FK_spline_02
WIP
chain_FK_spline_variable_IK_01
WIP
chain_IK_spline_variable_FK_01
WIP
chain_IK_spline_variable_FK_stack_01
WIP
chain_net_01
WIP
chain_spring_01
WIP
chain_stack_01
WIP
chain_whip_01
WIP
control_01
WIP
eye_01
WIP
eyelid_01
Eyelid rig from an eyelid loop on the mesh. It builds the same rig as Eye Rigger 3.0 (Rigbits > Facial Rigger 3.0): blink controls, eyelid controls, eye tracking, one joint per loop vertex and an optional topological autoskin.
Guide
root: the eye center.
aim: in front of the eye. Root to aim is the eye direction, and the aim depth in front of the eyelid is the distance of the eyelid controls. Tilted and side facing eyes need no extra setting.
The side is the component side; right side controls mirror the left ones.
Settings: the eyelid loop (vertex loop by default, or edge loop), custom
corners, control size, tracking, joint distribution and autoskin, as in Eye
Rigger 3.0. Import Config and Export Config read and write the Eye
Rigger .eyes files. Snap Root to Eyeball moves the root to the eyeball
center.
Connectors
standard: the component makes its own eye aim control.
eye_01, MCS_eye_01: picked when the guide is drawn under an eye component. The eyelids follow the eye aim and sit under the eye’s eyeOver control, so they don’t spin with the eye.
Notes
The mesh with the eyelid loop must be in the scene when the rig builds, for example imported by a pre custom step.
Duplicate Symmetrical mirrors the locators and the loop on the mesh. Loop vertices without a mirror keep the source value, with a warning.
The autoskin (off by default) blends the eyelid joints with the parent component joint.
foot_bk_01
WIP
hydraulic_01
WIP
leg_2jnt_01
WIP
leg_2jnt_02
WIP
leg_2jnt_freeTangents_01
WIP
leg_3jnt_01
WIP
leg_ms_2jnt_01
WIP
lite_chain_01
WIP
lite_chain_stack_01
WIP
lips_01
Lips rig from the loop between the lips on the mesh. It builds the same rig as Lips Rigger 3.0 (Rigbits > Facial Rigger 3.0): corner, center and in-between controls, jaw follow, zipper, lip roll, optional squash and stretch, one joint per loop vertex and an optional topological autoskin.
Guide
root: the mouth center, between the lips.
aim: in front of the mouth. Root to aim is the mouth front direction, and the aim depth in front of the lips is the distance of the controls.
lip: in the middle of the upper or lower lip, where the joints sit. The root to lip distance is the lips thickness.
The component is usually center side; the left and right controls are named
with _L_ and _R_ (lips_C0_corner_L_ctl) so the mirror tools pair
them.
Settings: the lips loop (vertex loop by default, or edge loop), Invert
Upper/Lower, rope points, controls, zipper and roll options, joint
distribution and autoskin, as in Lips Rigger 3.0. Check Detection selects
the upper lip found from the loop. Import Config and Export Config
read and write the Lips Rigger .lips files.
Connectors
standard: the upper lip follows the guide parent, the lower lip the guide element set in Jaw Reference (the parent when empty). The Jaw Reference setting only shows with this connector.
mouth_01, mouth_02, MCS_mouth_01, MCS_mouth_03: picked when the guide is drawn under a mouth component. The lips go under the mouth root, the upper lip follows the mouth
lipupcontrol and the lower lip itsliplowcontrol.
Notes
The mesh with the lips loop must be in the scene when the rig builds, for example imported by a pre custom step.
secondaryVison the UI host hides the in-between controls.The autoskin (off by default) blends the lip joints with the strongest existing influence of each vertex, or skins to the parent component joint when the mesh has no skin yet.
meta_01
WIP
mouth_01
WIP
mouth_02
WIP
neck_ik_01
WIP
sdk_control_01
WIP
shoulder_01
WIP
shoulder_02
WIP
shoulder_ms_01
WIP
spine_FK_01
WIP
spine_S_shape_01
WIP
spine_ik_01
WIP
spine_ik_02
WIP
squash4Sides_01
WIP
squash_01
WIP
tangent_spline_01
WIP
ui_container_01
WIP
ui_slider_01
WIP