Modules¶
BroRig uses modules to define how each set of joints is controlled. You install one or more modules per joint chain.
How to install modules¶
- Select the joints you want to rig.
- In the BroRig window, click Install Modules.
- Choose a module from the list.
- The module is added as a blueprint for the corresponding rig part.
You can: - Install multiple modules on the same chain (e.g., IK and FK) to enable switching. - Enable/disable modules with checkboxes before building.
Module types¶
FK¶
- Use for chains you want to rotate joint-by-joint.
- Creates one control per joint in the chain.
- Good for arms, fingers, tail segments, etc.
IK (standard limb)¶
- Use on 3-joint chains (e.g., shoulder → elbow → wrist).
- Creates:
- A start control (at root joint).
- An IK endpoint control.
- An IK pole vector control to direct the bend.
- Provides:
- Stretchy attribute.
- Pole vector lock attribute to stabilize bend direction.
Spline IK¶
- Use on longer chains: spine, tail, tentacle, backbones.
- Requires at least 3 joints.
- Creates:
- A main spline control curve.
- A pole vector control at the first joint.
- Useful for:
- Spines with smooth bending.
- Tails and flexible appendages.
Hind Leg IK¶
- Specialized IK for 4-joint hind legs (hip → knee → hock → toe).
- Creates:
- An IK start control at the hip.
- A pole vector control for knee bend.
- An IK foot control.
- A small FK-style control for toe/end joint rotation.
- Includes:
- Stretchy support.
- Optional leg-mode behavior to orient the foot like a turret.
Twist¶
- Use to control twist distribution along segments with twist joints (e.g., forearms, thighs).
- Select twist joints plus the first and last joints of the segment.
- On build:
- Creates a control that blends twist between the two ends.
- Wires into IK/FK switching and space switching if present.
Root¶
- Use on the root joint (1 joint).
- Creates a root control for overall character movement.
- Integrates with space switching.
Eyes¶
- Use for eye joints.
- Creates:
- A main aim control to look at targets.
- Individual translation controls per eye.
- Good for look-at and headshot animation.
Neck (WIP)¶
- FK-style controls for neck chain with a global rotation helper.
- Currently marked as work in progress; use carefully.
Notes¶
- When using multiple modules on the same joints, use the
rig_switchattribute after build to toggle between modes (e.g., IK vs FK). - Module settings (control shape, toggle, etc.) can be adjusted before build; some are saved in presets for reuse.