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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

  1. Select the joints you want to rig.
  2. In the BroRig window, click Install Modules.
  3. Choose a module from the list.
  4. 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_switch attribute 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.