cvELD Quick Rig 2 Overview

This manual has been rewritten for Quick Rig2. Previous versions are not supported.
The reason is that bone groups and bone layers were discontinued and merged into bone collections.

■Single Bone Create

  1. Create Bone
    Bone Creation : Head or Tail Create a new bone in the same direction from the selected bone.
  2. Create Offset Bone
    Offset Bone Creation. Insert a new bone into the parent of the selected bone.
  3. Create Group Bone
    Group Bone Creation. Put a new bone between the parents of multiple selected bones. Grouping.
  4. Create Stretch Bone
    Stretch Bone Creation. Create a new bone on the tail of the selected bone. Give it a stretch constrain.
  5. Create Track Bone
    Track Bone Creation. Create a new bone on the tail of the selected bone. Give it a track constrain.
  6. Create Half Srt Bone
    Half SRT Bone Creation. Get only half of the position, rotation, and size.
  7. Create Child Cns Bone
    Child Constraint Bone Creation.
  8. Create Ratio Bone
    Ratio Bone Creation. Create a new bone based on the length of the selected bone.

■IK Bone Create

  1. Create Ik Bone
    Select any quantity of bones; IK constrains will be automatically assigned.
  2. Create Ikfk Slider
    Select and execute the bone with the IK constrain given to it.
    Create a controller for IKFK switching.

■Multiple Bone Create

  1. Create Bridge Bone
    Bone Creation Between Selections.
  2. Create Stretch Bridge Bone
    Stretch Constrain Bone Creation Between Selections.
  3. Create Track Bridge Bone
    Track Constrain Bone Creation Between Selections.
  4. Create Three Joint Bone
    Create Three-Jointed Bone with two Selected Bones.
  5. Create Bone From Curve
    Create bones from curve. Select a curve and choose an armature. Switch to Pose mode and select one bone to execute.
  6. Create Circular Bones
    Ability to create a circular arrangement of bones

■Bone Pinning

  1. Bone Pinning Transform
    Pinning Selection Bone transforms to global.
    Re-execute the command on the selected bone to release the pinning.
  2. Bone Pinning Direction
    Pinning Selection Bone direction to global.
    Re-execute the command on the selected bone to release the pinning.
  3. Create Pinning Group
    Putting the pinning together Create Empty.

■Bone Transform

  1. Fit Bones
    Fit the selected bone to the active bone
  2. Match Transform Bones
    Match the transform of the selected bone to the active bone
  3. Rotate Edit Bone Global
    Rotate EditBone to global rotation value.
  4. Align Bones
    Align selected bones.
  5. Align Bones In Hierarchy
    Select a parent bone and a child bone and align the bones between them.
  6. Snap Near Bone
    Snap Nearest Head or Tail.
  7. Mirror Bone
    The selected bones can be symmetrized according to three different rules. 'Symmetry Name', 'Active Bone', 'Self'.
    Supports 'Edit Mode' and 'Pose Mode'.
  8. Flip Pose
    flip with a symmetrical name.

■Bone Utility

  1. Set Parent
    Parent selected bones to the active bone. Also In Pose Mode.
  2. Clear Parent
    Unparent the selected bones. Also In Pose Mode.
  3. Set Bone Collection
    Put the selected bones in a bone Collection.
  4. Set Custom Shape
    Apply custom shapes. There are 32 of them available.
  5. Set Bone Display Type
    Change Display as in Viewport Display of Armature.
  6. Create Bone Collection From Addon Property
    An operator for creating a new bone collection. Using bone collections allows for logical grouping and organization of bones within an armature.
  7. Delete Bones Also In Pose Mode
    Delete Bones Also In Pose Mode.
  8. Copy Bone Color And Col From Active Bone(Copy Bone Color And Collection From Active Bone)
    This feature copies the color and collection settings from the active bone to other selected bones, making visual organization and management of bones easier.

■Utility

  1. Isolate Object
    Selected Objects Isolated. 
    May not function if there is garbage in the scene. Please clean up or move the RIG to a new scene.
  2. Isolate Pose Bone
    Selected Edit Bone Isolated.
    May not function if there is garbage in the scene. Please clean up or move the RIG to a new scene.
  3. Isolate Edit Bone
    Selected Edit Bone Isolated
    May not function if there is garbage in the scene. Please clean up or move the RIG to a new scene.
  4. Mirror Drivers For Pose Bone
    Create drivers for mirror pose bones. We need a symmetric name. The driver in the constrain will not flip left or right.
  5. Reset Operator
    Reset the operator's properties to their default values.

Skinning Utility

  1. Create Skinning Object from Bones
    This operator generates a polygon mesh or curve object based on the positions of selected bones. Key features include:
    Option to choose between polygon or curve output
    Option to use current pose positions
    Option to generate faces within detected bone chains
    Option to connect faces between chains
    Option to automatically apply an armature modifierCustomizable color, display type, and shading settings for the generated object
  2. Keep Shape and apply modifier(Shape Freeze)
    This operator applies specified modifiers while preserving the object's shape. Main features include:
    Support for applying subdivision, multires, armature, lattice, mesh deform, and shrinkwrap modifiers
    Ability to apply modifiers while preserving shape keys
    Skips unapplicable modifiers and displays warnings.
    There is an Execute button at the top of the modifier tab.


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Sales 50+
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Published almost 3 years ago
Software Version 4.2, 4.1, 4.0, 3.6, 3.5, 3.4, 3.3, 3.2, 3.1, 3.0, 2.93
License GPL