Constraint Relinking
When working with CloudRig, you generally don't have to define individual constraints yourself - after all, the whole point of rig components is to generate the bones and constraints for you.
But unique characters have unique needs, where you may want to add additional constraints on specific bones that were generated. So, if you want to tweak a generated rig by adding a constraint, you have a few options:
- Create a Tweak Bone with the name of the bone you want to add the constraint to, and add the constraint. This can make your metarig messy with the addition of many bones.
- Implement adding your constraint in the post-generation script. This is the most flexible solution, but these scripts can also get bloated and messy, and they are a bit secretive. Plus, not everybody knows how to code.
- Your third option is to use Constraint Relinking.
You can do this when you want to add constraints to the primary controls of a rig component, such as the STR-
controls of a Toon Chain component, or the FK-
controls of an FK Chain component.
All you have to do is add a constraint on the corresponding metarig bone. You can let the constraint target the generated rig if you want, but if you want to avoid that, you can also use a naming convention where you put the target bone's name as the constraint name, separated by an @
character. See the video below.