rig_quadruped
Automatically rig a four-legged animal from its PSD layers and build Spine animation clips, physics, and events in one call.
Instructions
Rig a four-legged animal from its layers and build its clips in one call.
Layers (case-insensitive, R = near side, L = far side, the animal faces right or left; see QUADRUPED_LAYERS): REQUIRED body, head, {front|hind}{upper|lower|foot}{L|R}; optional {front|hind}mid{L|R} (metapodial), neck, tail, ear_L/ear_R, eye_L/eye_R, mane*, tuft*, wattle*, snout/nose/jaw/... (ride the head); anything else rides the nearest body bone. Missing optional parts are skipped; missing required ones are listed in the error.
leg_type: plantigrade (2-bone IK, flat foot), digitigrade (3 segments: 2-bone IK to a hock/carpus target + 1-bone IK on the metapodial; made by splitting the lower leg if there is no mid layer), unguligrade (long cannon + pastern bone for the hoof). Spine q_body -> spine_back/hips + spine_front/shoulders, neck1/neck2, head, eye bones, physics strands (tail loose and wild, ears, mane, tufts, wattles).
clips (default all): idle, alert, walk, trot, gallop, bound, pounce, sleep, shake (+ pace, canter). Loops are exact, one-shots end on the setup pose. Events: sfx_step (string = foot), sfx_idle (ear_flick / tail_swish / blink), sfx_alert, sfx_pounce, sfx_sleep, sfx_shake. speeds: {clip: units/s} for the gait clips. seed drives the idle's ear flick / tail swish / blink timer. exaggerate scales every amplitude.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| seed | No | ||
| clips | No | ||
| speeds | No | ||
| physics | No | ||
| project | Yes | ||
| leg_type | No | digitigrade | |
| exaggerate | No |