I've added fingers and toes to a Quick Rig character. It was modeled in A-stance so after I completed the Quick Rig, I bound the skin using the Quick Rig feature and positioned the arms in a T-stance as shown in the first screen grab. I added the bones and joints for the left hand, then used the Mirror Joint tool for the right hand. I then Shift-selected the left fingers, used the center mouse button and dragged them to the left hand to connect them. I repeated this process for the right. I followed this same procedure for the toes. I unlocked definitions and defined the fingers and toes. All of the bones and joints are green and move as they should. I then relocked defintions. Before I attempted to recreate the control rig, I unbound the skin, then deleted history thinking it would prevent the mesh from returning to the A-stance position. As soon as I press the "Create Control Rig" icon, everything I've done turns into a mess. The bones and joints for the toes especially are strewn about the grid. See before and after screen grabs. Pressing CTRL+Z doesn't revert the character back to how it was prior to pressing the "Create Control Rig" icon. I close the scene without saving then reopen it. What have I done or not done? It all looks great until I re-create the control rig. Oh, and I don't know what I've done but for some reason the bones turned to various colours. Hopefully it is all an easy fix so I won't have to go through this entire process again. @t_chanma any ideas? Help!
Solved! Go to Solution.
Solved by t_chanma. Go to Solution.
Initially, you didn't need to unbind the skin first, then delete history - you just needed to delete history on ONLY the geometry (not the skeleton). I fear what you may have done here is deleted the history on your entire skeleton, which will break the Quick Rig. I think you will need to delete the skeleton and setup a new Quick Rig (this should be a pretty quick process). I hope you saved your original skin weights though - if so, you can just apply them to the new rig.
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