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EA Rig - Documentation

The EA Rig+ Pose Helper documentation provides comprehensive guidance on using a custom rig for posing in Blender, compatible with Sims4Studio. It includes installation instructions, terms of use, and detailed descriptions of rig features, armature info, and the Blender add-on for enhanced posing capabilities. Users are encouraged to report issues and provide feedback through various channels, ensuring proper credit is given when the rig is used for pose creations.

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leticia faria
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
17 views75 pages

EA Rig - Documentation

The EA Rig+ Pose Helper documentation provides comprehensive guidance on using a custom rig for posing in Blender, compatible with Sims4Studio. It includes installation instructions, terms of use, and detailed descriptions of rig features, armature info, and the Blender add-on for enhanced posing capabilities. Users are encouraged to report issues and provide feedback through various channels, ensuring proper credit is given when the rig is used for pose creations.

Uploaded by

leticia faria
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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EA Rig+ | Documentation for Pose Helper

Hi and welcome! If you’re reading this, thank you for being interested and trying out this pose
helper :] This documentation will provide all the information regarding this rig and how to make
use of it. If there’s any issues to report or suggestions you’d like to see, send them as an ask
over on tumblr, reply to the original post, or by filling out this Google Form!
Overview
➔ Made with Blender v3.3.0 and works with v3.6. Compatible with any recent Sims4Studio
Star (beta) that supports Blender v3.3 & v3.6.
➔ What’s included in the .zip:
◆ EA RigPlus Pose Helper → combined & separated versions for each life stage.
◆ RigPlus Assets → folder containing EA objects and preset poses for easy
access.
◆ RigPlus Extras → Blender add-on.
➔ Credit to thepancake1’s for the mirroring pose script (s4animtools), which I edited to
work with this custom rig and included in the Blender add-on.
➔ For best viewing, View > Text Width > Wide.
➔ Original tumblr post, tutorials, and answered questions regarding this rig.
Terms of Use
➔ Don't re-upload the rig & claim as yours! And certainly no paywalling of any kind.
➔ Don’t redistribute/reupload/repost all files.
➔ Do credit me if you use the rig for your pose creations :]
.Blend Preview

Outliner

➔ WGTS (collection) → objects for custom bone shapes. Do not delete.


➔ Rig_ (collection) → folders containing rigs for each lifestage.
➔ Rig_ (armature) → EA’s original rig for each lifestage. Do not delete.
➔ RigPlus_ (armature) → custom rig setup by me. Controls EA’s rig by using a separate
armature.
Armature Info
➔ Layers → shift+click to show several layers at a time instead of switching. Deselect to
hide layers. Toggle-able in the RigPlus Extras Blender add-on.
➔ Bone Groups → each bone has been assigned to their respective bone groups to be
assigned colors.
◆ Main controller bones → green
◆ Body → yellow
◆ IK controllers → red
◆ FK controllers → blue
◆ Extra → light grey
➔ Custom Properties → change the behaviour of each IK bone controller found in the Bone
Properties tab. Can be accessed in the RigPlus Extras Blender add-on.
◆ For more info on these custom bone properties, check out each feature's
Additional Settings section.

Blender Add-on: RigPlus Extras


I’ve made an add-on to gather all the settings that might be useful for posing into one panel.
➔ Found in 3D View → Sidebar (N) → under Animation (along with the Pose Library panel).
➔ To install → File > Blender Preferences > Add-ons > Install… > select
vyxated_RigPlus_extras.zip / .py
➔ Pose Tools → quick shortcuts for resetting pose & copy/paste pose.
◆ Mirrors Entire Animation → selecting this button will mirror the entire animation
(original script by thepancake1’s). If you encounter the error below, insert
keyframe to all bones first before running the shortcut. This does not work like
Blender’s copy/paste flipped feature.

➔ Toggle Bone Visibility → each button controls the bone layers found in the Armature tab
(tailored to the RigPlus rig).
➔ Change Custom Bone Properties → sliders only show up when the RigPlus armatures
are selected. Otherwise, it will show nothing. Each slider controls the custom properties
found in each bone’s tab.
◆ When inserting a keyframe, you may want to choose Location, Rotation, Scale &
Custom Properties if you change the settings regularly. Alternatively, you can
Insert Keyframe (I) on the slider itself.
➔ For more info on these custom bone properties, check out each feature's Additional
Settings section.

Installing Asset Browser


To use the assets I’ve set up for the asset browser, first you must tell Blender where to access
the folder.
➔ Under Edit > Blender Preferences > File Paths > Asset Libraries > add the vyxated -
RigPlus Assets folder you’ve & extracted.
➔ To access the newly added library, open the Asset Browser editor and switch from
Current File to RigPlus. You’ll now have access to all the assets I’ve made.

➔ For more info on how to use asset browser: Features: Asset Browser

Importing/accessing the rigs


As this rig is built using custom bone shapes, importing/accessing them works differently.
via Duplicate (simplest method) 🆕
Make a copy of the .blend file depending on what you need.
➔ If your poses require 1 sim, simply create a copy of one of the blend files.
➔ If your poses require several sims of different ages, make a copy of the _Combined
blend file and delete any unused rigs/objects.
➔ If your poses require 2+ sims of the same age, make a copy of the blend file for that
specific rig, duplicate the necessary objects/armatures, and move them into a new
collection.
via Append/Link + Asset Browser
➔ To Append: only do so when working on a blank file and by appending the Rigs
collection. If you append by the individual Rig_ collection, it will duplicate all the bone
shape meshes used by the rig, all unsorted. To append: File > Append > select .blend file
> Collection > select Rigs [Append from here].
➔ To Link: you can do so to an existing scene and link individual Rig_ collections.
However, to properly use the linked files, you’ll need to apply the Library Overrides option
to each individual collection/object/armature.

◆ Right click on an object in the Outliners tab > select Library Override > Make >
Selected and Content. Repeat the process for each individual rig, models, and
collections too. If not, it won’t properly export the animation and you’ll be left with
the default T-pose. You can assign the action to quick favourites.
◆ If you don’t create a Library Override, everything will be greyed out and
unmodifiable.
Left: linked collection & objects // Right: Library Override applied to each item.

Navigating the file


➔ Pivot point has been set to Individual Origins and Transformation Orientation to Local. All
previews are taken in this setting.
➔ In object mode, select all the rigs you want to control then enter pose mode to pose
those rigs at the same time.
➔ Mirroring the pose using Blender’s X-axis mirror toggle and copy/paste flipped pose is
only supported on the bone controllers I added (anything with CTRL-BoneName).
◆ To mirror EA’s bones (b__BoneName_), you’ll need to use thepancake1’s script,
which I’ve edited to work with this armature and included it in the add-on, and
applies to all keyframes instead of just one. It’ll require existing keyframes to use
it.
➔ Pasting existing poses onto this rig is not fully supported (only the mouth is).
➔ If you’ve deleted any unused rigs, you may want to go to File > Clean Up > (Recursive)
Unused Data-Blocks. This will remove all remaining traces of unused
objects/materials/armatures and prevent any duplicates when importing a new rig
during the same session.
Exporting Clips/Animations
➔ 🆕 When switching between armature objects to insert keyframes, make sure that you’re
doing so in Pose Mode. Inserting keyframes in Object Mode will result in your pose
defaulting to the T-pose instead. To check if your keyframes are inserted correctly:
➔ To make sure all the poses you’ve made get correctly exported, insert keyframes for both
Rig_ and RigPlus_ armatures. For example, if you insert 15 keyframes for RigPlus_ but
only 1 keyframe for Rig_, S4S will only import the 1 keyframe that both Rig_ and RigPlus_
armatures share, resulting in a one frame animation.
➔ After you’re done posing and keyframing both rigs, make sure to have EA’s Rig_ armature
as an active selection to properly import the clip into S4S. Otherwise, S4S won’t be able
to properly import the animation. Once you’ve imported to S4S, you can export the file
back into blender to check if everything works.
Left: wrong selection (RigPlus_ armature) // Right: correct selection (Rig_ armature).
➔ If you select the RigPlus armature when exporting, you’ll be left with this:
Rig Features
Root
➔ b__ROOT_bind__ → controls the whole sim.
➔ CTRL-UpperBody → controls the whole upper body including the pelvis.
➔ CTRL-EyeTarget → controls the direction of both eyes.
Additional Settings

➔ Adjust Height | default = 0 ; max = +/- 2


◆ Control how high/short your sim’s torso & legs independently.
◆ Sliders can be found in the ROOT bone or accessed through the add-on panel.
Only available for adult and child rigs.
Head
➔ b__Head__ → controls the rotation of the head.
➔ Face bones → controls various parts of the face. Works just like EA’s rig with some
controls locked in certain axes. Can be moved alongside the face controllers I added.
Neck
➔ b__Neck__ → controls the rotation of the neck while also affecting the head’s rotation.
➔ b__Jaw__ → controls the rotation of the jaw and opens the mouth.
Eyes & Lids

➔ CTRL-Eye → controls the direction of each eye separately.


➔ CTRL-Up/LoLid → controls the rotation of each eyelid. Rotating both UpLid and LoLid
along the Z axis either squints or widens the eye. Rotating both lids without locking the
axis moves them in the same direction instead of the opposite.
➔ CTRL-UpLid_Move (white arrow, not demonstrated) → used to move the eyelid forward in
case clipping occurs when the eyes are closed.

Eye controllers

➔ CTRL-Up/LoLidClose → controls both eyelids at once. Moving both bones along the local
Z axis will squint/widen the eye.
➔ CTRL-Eyebrows → control all eyebrows at once. Can be moved in 4 directions. Can also
be rotated.

Additional Settings

➔ Lock Eye Target | off by default.


◆ Custom properties can be found in the CTRL-EyeTarget.L/R bone.
◆ When disabled, it will follow along the head as usual.
◆ When enabled, it will remain static until you move the CTRL-UpperBody bone
around.
Body
➔ b__Spine0/Spine1/Spine2__ → bends the torso.
➔ CTRL-Clavicle → controls the rotation of the clavicle bone.
➔ CTRL-Posture → change the sim’s body posture. Up to straighten the back, down to
slouch the back.
Arms
IK setup
➔ CTRL-IK_Hand → controls the movement of the arm by using the IK constraint.
➔ CTRL-IK_ArmRot → rotates the arm depending on the controller’s location.
FK setup
➔ b__UpperArm/Forearm__ → controls the rotation of each part of the arm. Not restricted
by the IK arm setup.
◆ FK on IK setup → set a rough pose using the IK bone (1) and adjust them with
the FK bone (2). Reset the FK bones’ rotation to revert back to its original position
set by the IK controllers. If you wish to move the IK controller, you must reset the
FK bones’ rotation.
Hands
➔ b__Hand__ → rotates the hand by the wrist. Automatically rotates the b__ForearmTwist__
bone as well.
➔ CTRL-Fingers → controls the rotation of each finger joint by moving the control bone.
Rotate to change the rotation of the finger from the knuckles.
➔ b__Fingers__ (not demonstrated) → EA’s bones for a more precise control.
➔ CTRL-HandGrip → controls all CTRL-Fingers bones at once.
➔ CTRL-Palm → changes the hand gesture. Rotate on the Z axis to relax, rotate on the Y
axis to spread out the fingers.
➔ b__Stigmata__ (not demonstrated) → controls the stigmata bone which is used for hand
props/accessories.
Additional Settings
➔ Lock Hand Rotation | off by default.
◆ Custom properties found in the CTRL-IK_Hand bones.
◆ When disabled, the hand’s rotation follows the forearm’s rotation.
◆ When enabled, the hand’s rotation remains static and stays in the same location
if you move the upper body via the Pelvis control bone or rotate the Spine bones.
Great for keeping the hands in a specific position.
◆ All rigs have it except for infants.

➔ Drivers
◆ IK controller → moving the IK_hand affects the clavicle’s rotation with the help of
drivers.
◆ FK bone → rotating the b__UpperArm__ bone also affects the clavicle bone. You
can rotate on top of the existing clavicle’s rotation affected by the IK hand
controller, as well as moving the clavicle bone independently.
Pelvis
➔ b__Pelvis__ → rotate the bone to change the angle of the pelvis (affects only the lower
part of the body). Move the bone to move the hips around the space.
Legs
IK Setup
➔ CTRL-Heel → controls the movement of the leg by using the IK constraint. Can be used
for several ranges of motion. Details covered under Additional Settings.
➔ CTRL-IK_ThighRot → rotates the leg depending on the controller’s location.
FK Setup
➔ b__Thigh/Calf__ → controls the rotation of each part of the leg as usual.
◆ FK on IK setup → set a rough pose using the IK bone (1) and adjust them with
the FK bones (2). Reset the FK bones’ rotation to revert back to its original
position set by the IK controllers. If you wish to move the IK controller, you must
reset the FK bones’ rotation.
➔ b__FK_Foot → rotates the foot by the ankle.
➔ b__Toe__ → controls the toe rotation.
Additional Settings
➔ Custom Foot Rotation | on by default
◆ Custom properties found on the CTRL-Heel bones.
◆ When disabled, the foot hangs similar to how the original IK foot behaves.
Rotation on CTRL-Heel bone is locked on this setting.
◆ When enabled, the foot rotation remains static no matter where it’s placed. Great
for planting the feet on a ground/surface. Enabling this brings up 2 additional
controls (CTRL-ToePivot and CTRL-ToeTip).
◆ All rigs have it except for infants.
◆ When enabled, CTRL-Heel can be rotated on all axes that yield different results
thanks to the custom foot setup.
● Rotation on local Y axis → foot rolls inwards/outwards
● Rotation on local Z axis → heel and toe pivot
● Rotation on local X axis → rotates the leg to face where the foot is facing.
Replaces CTRL-IK_ThighRot in its functionality to rotate the leg.
Extras
➔ b__ThighTwist__ & b__Elbow__→ moves itself out when the thigh bone & forearm is
rotated past a certain angle.
➔ b__ShoulderTwist → tweaks around the bicep area. Can only be controlled manually.
➔ X-Mirror (add-on/tool panel) → works mainly with bones that have CTRL in their name
(IK controllers, palm & several finger bones).
Features: Asset Browser
Linking Objects
To import objects, set the import type to Link. This will place objects at the world’s origin and
are unmodifiable.

Sim Models
I’ve prepared body variations to the sim model, which can be found under Rig Models. All bodies
are based on EA’s presets. Use Append (Reuse Data) instead of linking them.
Using Poses
General Info
➔ Compatible with all other ages, although since the armatures are set up differently, you’ll
have to tweak some of them to fit with the armature size.
➔ Most arm and hand poses are mirrored to reduce the amount of versions there are.
➔ Set up the pose using the main pose assets, then tweak details using the poses under
the overlay catalogs.
How to access poses

➔ Access them via 3D View → Sidebar (N) → Animation → Pose Library, in the same
section as the RigPlus Extras panel.
➔ Alternatively, you can use the Asset Browser to search for poses based on their category.
How to use: Pose Library

➔ Scroll down towards the end to access the search bar.

➔ Click to quickly switch between poses.


➔ Click and drag to blend between poses. This is particularly useful for applying poses to
other ages.

➔ Select bones and apply the pose only to that area. Use this to combine different poses
together and create more variations.
➔ Important: don’t use the Flip Pose toggle as that will mess up the pose.
How to use: Asset Browser

➔ It works similarly to the pose library, except you’ll need to access the features in the
context menu by right clicking a thumbnail. Double clicking a thumbnail will apply the
pose.
➔ Switch between catalogs to access different types of poses.

Resources
If you’re curious about how each feature is achieved, here’s some useful resources I’ve used to
build this rig 🙂
1. Bone Widget generator
2. Understanding object/bone constraints
3. Drivers
4. FK on IK rig
5. IK Leg Rig setup
6. Custom foot rig
7. Selecting bones with same name for transfer of settings
8. Blender’s Rigify add-on as a reference.
9. FACS sheet for facial expressions
10. Thepancake1’s s4animtools for the mirroring pose script
11. Countless scripts from blender.stackexchange for helping me make the add-on

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