rig_creature
Build game-ready rigs and clip sets for non-humanoid creatures from layered PSD art, composing existing quadruped, serpent, flier, and FX setups.
Instructions
Rig a non-humanoid creature from its layers and build its clip set, composing the existing rigs (gait / rig_quadruped, rig_serpent chains, rig_flier wings, clip merge by name, fx recipes). kind="" lists every kind with its layer convention (case-insensitive, last group/ part of a PSD name counts), clips and options.
Kinds (clips): slime (idle, hop, hit, win): body = one mesh on a core + n_outline (6-8) outline bones with soft physics; squash keeps the volume (scaleY 0.7 -> scaleX 1.195; options.law="area" -> 1/scaleY); hop = anticipation squash, ballistic parabola (stretch ~ speed), splat recovering on an exact spring; outline wobble in Rayleigh drop modes (mode 3 at 1.936 x mode 2). Events sfx_hop, sfx_land, sfx_hit, sfx_win. golem (idle, stomp, hit): rigid parts with gaps, each lagging its parent through a critically / over-damped filter (zeta >= 1: never overshoots; fists lag two levels); glowing seams (additive glow slot per crack*); stomp = slow heavy rise, gravity drop, dust, event screen_shake (float = px, int = ms) + sfx_stomp. ghost (idle, swoop, fade_out, fade_in): strand-chain body with physics, no legs; bob and sway from two incommensurate periods closed exactly over the loop; alpha breathing; trailing wisp* strands. fade_out ends invisible (bones on setup), fade_in starts there. tentacle (idle, reach, slam): tentacle layers each a rig_serpent tentacle chain off the core with reach IK on the tip; idle phases per tentacle; reach = spring strike + IK grab (sfx_reach, sfx_grab); sucker template clones swap to stretched art while the tentacle stretches; slam whips (screen_shake). dragon (idle, walk, fly, breath, roar): rig_quadruped body + serpent neck and tail + bat wings (rig_flier stroke); breath = generated fire flipbook from the mouth (fx_fire, sfx_breath) with an ae_hint for the AE fire template; roar with screen_shake. insect (idle, walk, fly): leg_{L|R}{1|2|3}_{upper|lower}, tripod (or wave) gait with sfx_step per foot, antenna strands, wing-blur flipbook in fly. plant (idle, grow, attack): trunk chain, branch* strands, root* IK feet, leaf* physics fans; grow is diffusion-limited (front s = sqrt(2 k t)), leaves pop on a spring; attack whips a branch (screen_shake). mimic (idle, open, bite, land, win): spring hinge lid (exact overshoot), gravity close with restitution bounces, tongue strand, teeth; open fires the FX shine; land / win through the juice_apply contract.
Loops close exactly, one-shots end on the setup pose; the artist's setup never moves. The result reports the bones / slots / constraints and qa.budget(mobile_character).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| kind | No | ||
| seed | No | ||
| clips | No | ||
| options | No | ||
| project | No | ||
| exaggerate | No |