blender-character-rigging · git:20260921.6713de0 · 2026-09-21 · sha256 4e76fab470fcc635
blender-character-rigging git:20260921.6713de0A
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--- name: blender-character-rigging description: Build and inspect editable Blender armatures, skin weights, IK controls, pole targets, joint limits, and prop constraints for character work. --- # Character rigging Establish scene scale and character height before creating bones. Build a named hierarchy with positive bone lengths and deform flags, then bind one intended body mesh and assign explicit, topology-bound weights. Inspect bound meshes and bone lengths after binding. Use IK targets and pole controls for limbs that need planted or directed endpoints; keep FK available through the underlying pose bones. Add joint limits only where their axes and ranges are understood. Test that moving a hand or foot controller changes the intended chain without moving unrelated controls. For props, keep one object and use an explicit constraint whose influence can be animated. Check world-space continuity at every ownership switch. Rebuild or rescale from recipe parameters when height changes; do not fake a rig by keyframing disconnected body-part objects. Current automatic weight painting and production deformation cleanup are not claimed—use explicit groups and inspect the result. `rig.rigify_status` distinguishes a bundled module from an enabled add-on. After explicit approval, use gated `rig.rigify_install`: prefer the bundled Blender 5.2 module, optionally persist user preferences, and do not use the network. Set `allowDownload: true` only when Rigify is genuinely absent and the user authorized an official Extensions download; the command accepts no custom URL or package ID. Call `rig.rigify_generate` only when status reports its operator available and the selected armature is a compatible metarig. Rigify creates controls and bones; it does not replace mesh skinning or weight validation. ## 什么时候使用(When to Use) 角色需要可编辑骨架、蒙皮、IK 控制、关节限制或道具约束时使用。仅制作动作时交给 `blender-character-animation`。 ## 输入与前置条件(Prerequisites) - 已确认角色网格、场景单位、目标身高、拓扑版本和变形需求。 - 明确骨骼命名、层级、对称规则、IK 链、pole 方向和关节活动范围。 ## 执行流程(Workflow) Step 1. 检查网格变换、法线、非流形区域和对象比例,保存基线修订号。 Step 2. 建立正骨长、明确 roll 与 deform 标记的层级并验证对称关系。 Step 3. 绑定唯一目标网格,创建显式顶点组并清理未归一权重。 Step 4. 添加 IK、pole、限制和道具约束,逐个移动控制器验证影响范围。 Step 5. 保存重开,并以极限姿态测试主要关节和接触区域。 ## 验证与交付证据(Validation) 报告骨骼数、零长度骨骼、层级、绑定网格、未加权顶点、权重和、控制器测试与极限姿态预览。Rigify 还需记录状态探测和 operator 可用性。 ## Rules 与能力边界(不适用场景) 骨架生成不等于高质量蒙皮;自动权重必须人工检查。本技能不声称完成人脸绑定、肌肉系统或生产级变形清理。 ## Gotchas(常见问题与恢复) - 网格不随骨架:检查 modifier、对象绑定和顶点组名称。 - IK 不稳定:复核 bone roll、pole 角和链长。 - 权重爆点:定位受影响顶点并归一化,不重绑整个角色掩盖问题。