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R6 IK + FK Blender Rig

发布时间:2026-08-02网络技术评论
Hey yall! I put together a cool R6 rig for animating in Blender and I figured I’d share it here for anyone who might find it useful since the amount

if I wanted to add a bone。

I cant really see a use for them as they kinda work like the ik bones. Grab points are in the name, this is good for like。

Why did you not use any FK Switches for the legs. The reason why is because this rig is a little bit… cursed? I guess? Adding FK Switches to the legs is really difficult and not really important most of the time, but no, though I could try again with it. what are the grab points used for. Or how would you use them, it’s not intentional but it shouldn’t effect the animation in any way. , I think the _RigMeta would need changes somehow.) I also noticed that the position of the bones isnt fixed its float values. So the right hand bones are like 1.5012134. instead of 1.5. is this intentional? I’m pretty sure this is just blender being blender。

or you could add a Child Of to each Grab Point that’s set to another rig’s arm to make a cool arm grabbing effect when being picked up (Seen in @Tarazicon’s animation above) I want to add custom hilts for my weapons in game so that I can animate the “Handle”. If you dont mind would you mind sharing how I should add new bones? I’ve ALWAYS had issues with adding new bones to the import and export blender plugin, say holding onto a handle bar in the animation, they grab onto stuff that are solid,。

I think it’s something to do with the _RigMeta and it not having data (like。

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