You have felt it, the emptiness inside, the void that is in your life. If you are entirely honest with yourself, you can tell why it exists. Your existence lacks cliffracers. But no more, cause now you can download this one.
- FK/IK Wings
- Look target for head motion
- Brow Controls
- Fin Controls with automated rotation and Tweak override
- Neck Controls with automated rotation and Tweak override
- Tail controls with automated rotation and Tweak override
- Automated Warbling tongue
- Isolation Sockets for Tail, Neck and Head
- Wing Tweaks for lift simulation
- Wing Tip Tweaks for flappy-doodling
[1.0.0] 2021/09/17 (Blender 2.93.2)
If you have problems with this file, read the below notes on this Project Page.
Should that not solve them, hit up the Smutbase Discord Server https://discord.gg/T2DBVzH
or tweet https://twitter.com/therealcrute
Please note that if your problem could have been solved by reading the Project Page and you still ask me because you did not read through it, you will suffer my displeasure.
Rig UI Parts (Buttons, Sliders, etc.) not working
Save your file, then Revert it by running File > Revert. This will enforce a driver refresh and "unstick" the components.
No Rig UI in the Side-Panel
To open the Properties Panel (also known as the N-Panel) Press N or click the small arrow icon on the right side of the 3D-View Window. The Rig UI should be in the Item Tab If it is not there, this is most likely due to your Automatic Python execution being disallowed. This is a safety default.
To run the python file that creates the rig panel, either go to your Preferences > Save & Load > Blend Files > Auto Run Python Sripts and enable this, then reload the file by going to File > Revert and confirming that, or
Opening a Text Editor Window, selecting the Rig_UI python file from the dropdown that lists the text files in the current .blend and then Running Script. This will manually execute the code and build the Rig Panel.
How to Append a Model
Luckily, Appending is nowhere near as complicated as Linking a model. Basically, Appending is just glorified Copy'n Paste. Just like with Linking, go to File > Append. From the Browser select the same Data Blocks, the Collection named after the model you want to append. As before, keep the "Instance Collections" Checkbox unchecked. And that is it.
How to Link a Model
If you plan on linking a model, you should open the library file and hide the Armature of the rig contained within. This will avoid showing you overlapping armatures of the linked object and the Proxy Armature that you need to pose it.
I do not hide the Armature by default, because that makes people opening the files go: "Hey, there are no bones! Why isn't this rigged." I apologise for this inconvenience, please educate people about this weird behavior so we can in the future hide all our shameful rigs in our library files.
Remember: Conceal it, don't feel it. Don't let it show.
To link a model from a different blend file, place your 3D-Cursor where you want it to spawn in. Then go to File > Link
Browse to the blend file that contains your desired models and double click it
The browser will now show you the Data Blocks that make up that file. From these, chose "Collections". From the list of available collections, chose the one that has the name of the object you want, for instance, the collection that contains the rig for the PocketRocket is named just that. Deactivate the "Instance Collections" Checkbox in the right side Properties Panel, then hit the "Link" Button.
Your model is now in the scene, but you will not be able to pose it. To achieve this, select the linked object and run Object > Relations > Make Proxy.
In more complex models, this will bring up a list of objects to make the proxy off of. From these you will select an Armature Object. For these models in this pack there is only one choice, so pick it and you will have a posable Proxy Armature.
If you link in your file and the rig panel is NOT appearing, do not be alarmed, this is a security thing. You will have to reload the script manually.
There are 2 ways of doing this:
The first is to save the Scene File and then running File > Revert. This will reload everything that is a dependency of the file, which includes the script.
The second way is to switch the Outliner Panel to "Blend File" Mode, Locating the linked File that is to be reloaded and right-clicking it, then selecting "Reload".
One more important thing to mention about Linked Content is this: Any change that is not keyframed in your Scene File will be overwritten with information from the Linked Library File. So if you link a character and pose it, but you do NOT keyframe the bones' Location, Rotation, and Scale, those changes will, on re-loading the scene file, get lost, and your pose will be reset to the rig's Rest Pose.
Open3DLab is a free service. However, it costs about $0.03 to deliver you a 1GB file. With over 20TB of traffic every month and growing, Open3DLab needs your help. If only 1% of our users each gave us $5 for a single month, we could keep the site running for several years.
|cliffracer_1_0_0.blend||510||2021-09-17 17:29:26||2.09 MB|