Animtoolbox

by Tal Hershko in Addons


TEMP CONTROLS

Choose what kind of controllers you want bake your animation into. Either choose Empty objects or Bones to create a control rig.
*This option is removed from version 0.0.1.7 since I'm currently focusing on temp controls using control rigs. It is now possible only to use bone controllers

World Space Ctrls

Bakes your selected bones/controls into a new temporary control rig with new controls which control the original selected controls in the original rig.


Display Type - Select the shape of the control, If you have custom shapes in your original rig then you can use their original shape, otherwise you can select a custom shape.

Display Size - The size of the control. When using Original, then value of 1 will be the same size of the original rig custom shape

Frame Range - The frame range of the animation you want to bake into the new controls, the default value will use all the selected controls keyframes range.

Bake Location - Choose if you want to create the controls at the Head(base) of the bone, or the tail of the bone. Adding temp controls to the bones Head Location will assign transform constraints to the original selections, and adding temp controls to the tails position will assign track constraints to the original selections.

Constraint bones to Ctrls - contstrain the original bone selection back to the Temporary controls, or not.

Add Extra Child Ctrls - adds another controller as a child of the baked controls. This gives an extra layered control over the temp controls baked animation.

Add Root Ctrl - Adding an extra root bone for all the controls. It can be based on an object position or another bone. When using a bone the parent control will also bake the animation from the sampled bone. If no bone nor object is selected, then the parent will be added at the 3D cursor position.

TempIk

Bakes the selected bones or controls to a new temporary IK Chain with the animation applied to it. This usefull for doing a quick mocap cleanup. Locking specific limbs in space - for example an elbow leaning on a table. Or anything that requires IK but is not available at your current rig.
When using the operator it will give the best fitting options as a default option.


Add an IK Control - Adds an extra IK bone controller to the tip of the chain. When this option is turned off, it will use the last selected bone in the chain as the ik controller. The last selected bone will also get the rotation values from the ik controller. This option is turned on by default when selecting only one or two bones in a chain.

Add Pole Target - Adds an extra pole target bone controller for the knees or elbows. If this option is turned off then the base bone rotation will be used to adjust the knee/elbow vector. The pole target is still not completly precise. You can get better precision when baking to tempIK using the base bone, however better precision will be applied soon with the new bake.

Keep Seperated Hierarchies - Can create multiple IK chains from a selection. If the selected bones are part of different chains of hierarchies, it will create a new IK ctrls for each chain of bones separatly.

Add Extra Child Ctrls - adds another controller as a child of the baked controls. This gives an extra layered control over the temp controls baked animation.

Add Root Ctrl - Adding an extra root bone for all the controls. It can be based on an object position or another bone. When using a bone the parent control will also bake the animation from the sampled bone. If no bone nor object is selected, then the parent will be added at the 3D cursor position.


Parent Ctrl on Cursor

Creates a temporary parent bone from cursor - used mostly for temproray pivot. Select your bone controls . position your 3D cursor and press on Parent Ctrl on Cursor. A control rig is created with a bone at the cursor position. All the selected bones are now linked to the bone with 'Child of' Constraints. Rotate and move the parent bone to use as a temporary pivot. When using the operator, a new property is created next to the operator. With this property you can turn off and on all the child of constraints.

*This is not available from version 0.0.1.7 - It is possible to achieve the same result with world space ctrls when using a root control based on the cursor position.

Quick Bake

Bakes the current temp controls back into the original rig and removes the temprorary setup.
It is now using a new bake method designed for temp controls.

Smart Bake - Will keep the keyframe count on the original bones, and recalculate the curve handles to get the closest result to the values coming from the temp controls. If it is turned off or an fcurve channel has less then 3 keyframes, then it will bake on every frame within each bone's channel frame range.

Bake To:
All Ctrl Rigs bake and remove either all the ctrl rigs that are available in the scene.
Selected Chains bake and remove only the chains that are connected to the current selection. It will remove the ctrl rig only after all chains are removed
Relative Ctrl Rigs in case of muliple ctrl rigs, it will bake and remove only the ctrl rigs that are related to the current selection.

Bake From - Can use either the frame count of the original bone, or the keyframes from the temp control, or both. By default it's using the original keyframes from the original bones.

Clean - Remove temp controls and the constraints. If it is unchecked the temp controls and constraints on the original bones will not be removed.

Cleanup - If you are not happy from the results you can always quickly remove the temporary rig setup. when using multiple setups choose relative to remove only the current setup or All to remove all setups. This applies also to Quick Bake.

Select


Selects all the bones that are constrained to a temporary rig control or the controls of the temporary rig.
If the constrained (original) bones are already selected, then when using Relative Ctrls, only the controls related to those constrained bones will be selected, and vice versa for constrained bones. Use All to select all the Controls or All constrained bones.

ANIM TOOLS

Offset Keyframes - Offsets all the keyframes of the selected bones. very usefull together with World Space Ctrls. it is also interactive so you can use a slider back and forth to try different offset amounts before applying, value 0 will reset the keyframes to their original frame.
- selects all the controls that have an offset.

- Applies the offset, will use the current frames as the initial frames.

Sharekeys - select multiple bones or objects, with keyframes on different frames in the timeline. press Sharekeys and keyframes will be added to all controls across the timeline, so now they share the same amount of keyframes at the same frames. This also can be usefull during blocking phase.

Markers Retimer - Use Markers to move keyframes in the dopesheet/timeline. It will scale the keyframes between each two markers. This operator is available only if at least two markers are created

Copy World Matrix - Copy and paste the world matrix of an object or a bone. It recalculates also child of constraints, so it will always go back to the same position in world space. Examples for Useful cases:

  • Fix sliding legs for cyclic animation that move with a root bone
  • When switching between different setups, and things start to jump around
  • align object with bones

Copy Relative Matrix - Works only with two selected bones or objects. Copy the distance between the selected object or bone to the active object/bone. go to a different frame or transformation of the active bone, select the first selected bone and paste. The object/bone will move into the same distance from the active object. This can be used instead of parenting, especially during animation blocking phase.

Blendings / Inbetweens

Inbetween World Matrix - Calculates the value between the next and previous keyframes, but in world space values. Useful to lock sliding legs in space, or for creating an offset in world space.

Inbetween Keyframes - adds a keyframe and calculates the value between the next and previous keyframes, but for each layer or an nla track separatly. This slider is taken from animation layers tools.

Blend Mirror - Blends the current pose to the mirrored pose. Useful when mirroring a pose but doesn't want to have a complete symmetry.

DISPLAY

Add to gizmo size - Animtoolbox is using the hotkey - alt and + or - to change the transform gizmo size. with this option you can decide how much value is added every time. Or use the + and - buttons instead of the hotkey.

Isolate Pose Mode - Isolates the rig from other rigs when going into pose mode. It is very useful when working with mutiple rigs in the same scene.

RIGGERTOOLBOX

A set of tools for creating customized rigs. Current tools are still very experimental. It was initially a separate addon, but decided to join them together and later will also make it work together with temp controls as well as a modular rig tools The current operators are:

Add Chain Controls - Creates a chain of parent and stretch target controls for all the selected bones. can create also closed chains such as mouth loops. Can keep the hierarchy order within the bone controls.

Add Bbone widgets - automatically create controls for Bbones. These are not the built-in standard Blender Bbone controls, but rather controls that are working similiar to bezier handles. They are connected to the bbone properties through drivers.

Merge Rigs - join rigs together into the active rig. Removes duplicated bones and keep their hierarchy order and constraint connection. The duplicated common bones can be used as connection points between the two rigs.

Sales 90+
Customer Ratings 2
Average Rating
Dev Fund Contributor
Published about 1 year ago
Blender Version 3.2, 3.3, 3.4, 3.5, 3.6
License GPL
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