I’m thinking of making a control rig that does something on a few bones in my character. I’d like to reuse this control rig on arbitrary skeletons by allowing some input parameters like bone names. This is kindof how you’d expect something like the TwoBoneIK skeletal control to work.
In control rig you normally need a bone hierarchy set up, but different characters might have different hierarchies with different bone names, so that part makes it a bit hard to have it be reusable.
My question is more along the lines of how to make a single universal control rig, if that’s possible. The way I see it done now is you have to duplicate control rigs if there are bone name changes.
Like I’m thinking of making a rig that just adjust two bones related to my character’s foot.
In one character it might be named ik_foot_l, ik_foot_r. In another it may be named VB ik_foot_l, VB ik_foot_r since I’m using virtual bones instead.
I haven’t watched it yet, but does he explain how to use it with any skeleton once you build it for one skeleton?
It’s not that I have trouble with non-humanoids. It’s just the bone names seem like a hardcoded thing so if you try to run a control rig on a totally different skeleton with different bone names, that’s the part I’m confused on.