rig_biped
Build a complete biped rig from named PSD layers in one call, including bones, meshes, weights, IK, breathing, look-at, and secondary motion. Missing required layers return a clear error.
Instructions
Rig a biped from its PSD layers in one call (import_psd origin="bottom" first).
Layers are recognised by name (BIPED_LAYERS, case-insensitive, sides _l/_r, "Arm L", "arm.l", "left_arm"): required torso (body), head, arm_l/r (or upper_arm + lower_arm / forearm), leg_l/r (or thigh + shin / calf); optional pelvis, neck, hand_l/r, foot_l/r (boot/shoe), eye*, mouth, and strand layers (hair, cape, scarf, belt_tail, chain, feather, tail, pouch...). Missing required layers → a clear error listing them.
Builds root → ground → hips → spine1-3 → chest → neck → head, shoulders/arms/hands, thighs/shins, floor-pinned
foot IK (ik_foot_l/r under ground: the body bobs and the feet stay put), arm IK (ik_hand_l/r ride the chest),
bones placed from each layer's own centre line, the knee/elbow bend taken from the art (straight art: knees
forward, elbows back). One weighted mesh across each joint (shoulders, hips, elbows, knees) so bends cannot
crack. breathing adds the 4 s breathe loop; look_at adds the look_target hook (eyes first, head
look_lag_frames behind at 30 fps, spine twists spine_twist of the turn); secondary_motion runs secondary.
Facing: auto (the way the feet point) | right | left.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| detail | No | ||
| facing | No | auto | |
| meshes | No | ||
| look_at | No | ||
| project | Yes | ||
| breathing | No | ||
| spine_twist | No | ||
| look_lag_frames | No | ||
| secondary_motion | No |