Creates a cartoon wing body part, which is anatomically similar to an arm but with feathers.


Guides:

(image by L. Shyamal Shyamal)


  • 'Base Guide', 'Root Guide', 'Mid Guide', 'Tip Guide', and 'Metacarpal Guide' - Placed them as shown above.
  • 'Scapula Feather Guides' - Also called 'Tertials' feathers, these represent the feathers between the 'Base Guide' and the 'Root Guide'. The attribute 'Scapula Feathers' can be used to increase their count. keep them between 'Root Guide' and 'Mid Guide' and in order.
  • 'Secondary Feathers' - The attribute 'Secondary Feathers' can be used to increase their count. keep them between 'Mid Guide' and 'Tip Guide' and in order.
  • 'Primary Feathers' - The attribute 'Primary Feathers' can be used to increase their count. keep them between 'Tip Guide' and 'Metacarpal Guide'  and in order
  • 'Feather Aim # Guides' - Rotation of aim ctrls which animates feather spread.


Attributes:

  1. 'Ctrls Scale' - Scale all the node ctrls. Note that the attachments 'Ctrls Settings' and 'CtrlsShape' will override this. 
    [As of version 1.06.03]  'Update' button to change the ctrls size without requiring a rebuild. [Video]
  2. 'Clean Transformations' - If checked, the zeroed pose will be the same as the bind pose; if unchecked, when zeroing the ctrls, they will align with a world axis specified in the following two attributes. [Video]
  3. 'World Orientation' - The world axis the ctrls will align with when zeroed. Usually, this attribute's default value is the correct value. [Video]
  4. 'World Orient Twist' - Along with 'World Orientation', defines the ctrls zeroed pose. Usually, the default value of 0 is the correct value. [Video]
  5. 'Expose RotateOrder' - Exposes all the ctrls 'RotateOrder' attribute in the Channel Box. [Video]
  6. 'Secondary Ctrls' - Secondary ctrls are added under some ctrls to help prevent gimbal lock.
    A visibility attribute is added to the parent ctrl. [Video]
  7. 'Scapula Feathers' - Number of feathers to create along the Scapula/Tertials, when changed, a 're-template' is required.
  8. 'Secondary Feathers' - Number of feathers to create along the Secondaries; when changed, a 're-template' is required.
  9. 'Primary Feathers' - Number of feathers to create along Primary/palm; when changed, a 're-template' is required.
  10. 'Auto Orient' - Adds 'Auto Orient' attribute to 'feather_aim_b_ctrl'.
  11. 'Ik Fk Switch' - Select where the 'Ik Fk Switch' attribute and other shared attributes are placed: [Video]
    • 'switch_ctrl' - Places them on a ctrl that follows the wing tip (default).
    • 'proxy_attrs' - places them as shared attributes (proxy attributes), on both the IK tip ctrl and the FK tip ctrl.

  12. 'Switch Ctrl Offset' - Position offset of 'switch_ctrl' from the 'tip_jnt'.
  13. 'Volume' - Adds 'Auto Volume' and 'Manual Volume' attributes.
  14. 'Pin Ctrl' - Add a 'pin_ctrl' that constrains 'mid_ctrl' when activated. To activate this ctrl use the 'Pin' attribute on 'mid_ctrl'.
    Use a 'SpaceSwitch' attach
    ment on 'pin_ctrl' to properly use this feature.
  15. 'Roundness' - A cartoon feature that rounds the shape of the limb. The 'Roundness' attribute is added to the 'switch' ctrl.
  16. 'Mirror Behaviour'Only affects mirrored nodes.
    • Unchecked - The IK ctrls of mirrored nodes will align with the world, meaning that both wings will move and rotate in the same direction (default for legs).
    • Checked - The IK ctrls of mirrored nodes will mirror orientations, meaning that both wings will reflect each other (default for arms).
  17. 'IK Twist' - The attribute 'Twist' is added to 'ik_tip_ctrl', giving you another control over the IK chain twist.
  18. 'Stretch' - The attributes 'Auto Stretch' and 'Manual Stretch' are added to 'ik_tip_ctrl' for control over the wing length.
  19. 'Toggle Pole Vector' - The attribute 'Toggle Pole Vector' is added to 'ik_tip_ctrl', which can turn off the pole vector constraint.
  20. 'Soft IK' - The attribute 'Soft Ik' is added to 'ik_tip_ctrl', which helps fix the 'pop' in the animation when the IK chain gets fully extended.
  21. 'Ctrls Translate' - If checked, animators will also be able to translate the FK ctrls.
  22. 'Ribbon Joints' - How many skinning joints each ribbon will have (total x2; upper ribbon and lower ribbon). [Video]
  23. 'Ribbon Twist' - Allows the ribbon joints to twist. Turn this off for creatures with external skeletons, such as spiders, or for characters wearing rigid armor.
  24. 'Ribbon Micro Ctrls' - Add a ctrl for every ribbon skinning joint. [Video]
  25. 'Bezier Ctrls' - Adds ctrls that deform the ribbon like a Bezier curve. [Video]
  26. 'Bezier Ctrls Offset' - Position offset of the Bezier ctrls from the joint chain.


Connections:

  • 'Root Input' - Drives the ctrls of this node except for the 'ik_tip_ctrl' and the 'ik_pv_ctrl'.
  • 'IK Tip Input' - Drives the 'ik_tip_ctrl' and the 'ik_pv_ctrl'. Separate from 'Root Input' because we often want the IK ctrls to move with the 'Base' node.
  • 'Root Output' - An output at the 'root_jnt' (shoulder).
  • 'Tip Output' - An output at the 'tip_jnt' (Ulnare).



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