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Blender Studio Rigging Tools
CloudRig: Intro
  1. 01

    Introduction

    Free
  2. 02

    Customization

    Free
CloudRig: Component Types
  1. 01

    cloud_chain (Chain: Toon)

  2. 02

    cloud_fk_chain (Chain: FK)

  3. 03

    cloud_ik_chain (Chain: IK)

  4. 04

    cloud_limb (Limb: Generic)

  5. 05

    cloud_leg (Limb: Biped Leg)

  6. 06

    cloud_spine (Spine: IK/FK)

  7. 08

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  8. 09

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  9. 10

    cloud_tweak (Bone Tweak)

  10. 12

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    Free
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  1. 01

    Parent Switching & Constraint Relinking

  2. 02

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  3. 03

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  4. 04

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Demeter Dzadik
Demeter Dzadik Author
License CC-BY
Report Problem
CloudRig: Component Types

cloud_fk_chain (Chain: FK)

FK chains are simple enough, but let's see how we can make them complicated with features like FK Hinge and automatic deformation testing!

Join to leave a comment.

10 comments
Zeus IP Dev
Zeus IP Dev
Jan. 31st, 2024

Hello There,, the good things of rigify is we can just use the setup to get the mechanism, so the DEF bones are optional whether we wanna create DEF Bones or not, but i don't see it in Cloud Rig Setup. sometimes we just need the mechanism tho,, so may you make the function to enable/disable "Create DEF Bone" ?

i've try to disable the "derform checklist" in meta bone, but generated rig is still.. or is there any other way to get rid DEF Bones generated by Cloud Rig ? *Sorry bad english

Demeter Dzadik
Demeter Dzadik
Jan. 31st, 2024

@Zeus IP Dev Hey there, that's a good point, there's currently no option to disable DEF- bones. I'll add it to the (long) list of improvements that could be made.

Anmol Krishna
Anmol Krishna
April 2nd, 2023

hi, as you talked in cloud_spine for world align control right....so it's fine but for neck genertaed rig the fk control rig is bit rotated but there is no option for this to align to world origin....? can we do manually if yes then how  or it's not needed or fine....?

Demeter Dzadik
Demeter Dzadik
April 3rd, 2023

@Anmol Krishna You can override the FK control's transforms with a cloud_tweak bone or through the post-generation script. There's no built-in option to world align a chain of FK controls at the moment.

Anmol Krishna
Anmol Krishna
April 3rd, 2023

@Demeter Dzadik Ok, thanks.

Luma
Luma
July 10th, 2022

Hi there! I have a question. I was wondering if there is a way to keep Bone Constraints that I have added to control bones that have been generated by using the fkchain? I know for cloudcopy bones I can add @targetbone to the metarig bones to make sure the constraints get generated on the rig, but with the fkchain bones is there a different way to make sure the bone constraints get generated?

Demeter Dzadik
Demeter Dzadik
July 11th, 2022

@Luma Hey there, for cloud_fk_chain the constraints you put on the metarig bones should get automagically transferred to the FK bones. If for some reason that doesn't work (it should though), you can create a cloud_tweak bone that is named identical to the generated FK bone, and add the constraints there. LMK if that helps.

Luma
Luma
July 11th, 2022

@Demeter Dzadik thanks for the reply! Yep, you are 100% correct, I definitley must of done something wrong the first time I tried this, but I just tried again putting the constraints on the metarig FK bones and the automagic worked and everything got transferred!  thanks!

Satish Goda
Satish Goda
March 12th, 2022

Wow! What an excellent feature set. Gonna try this out today.

Steven Goodman
Steven Goodman
Dec. 16th, 2021

I like the testing feature.

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