Ganzofx

auron3d in Rigging


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  GanzoFX  -  Procedural rig builder for any bone chain

  Version 1.0.0  |  Auron3D  |  GPL-3.0-or-later

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1. REQUIREMENTS

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  Blender          4.2 LTS, 5.0, 5.1 or 5.2 LTS

  Dependencies     None. No internet access, no telemetry, no online licensing.

  License          GPL-3.0-or-later. Full text ships as LICENSE in the package.



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2. INSTALLATION

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  1. Edit > Preferences > Get Extensions

  2. Arrow at the top right > Install from Disk...

  3. Pick ganzofx-1.0.0.zip

  4. The add-on enables itself on install.

  5. The panel lives in the 3D viewport N-panel, under the GanzoFX tab.



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3. QUICK START

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  1. Enter Pose Mode on your armature.

  2. Select the chain you want to rig, in order, from base to tip.

  3. Open the N-panel > GanzoFX tab.

  4. Set a Name. Everything the rig creates is prefixed with it.

  5. Press Create Rig.

  6. Select GZ-root and animate the Depth slider in the Animation Controls

     panel. That is the whole workflow.


Press Remove Rig at any time. The original chain comes back untouched.



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4. THE PANEL

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  GanzoFX              Build settings and the Create / Remove buttons.

  Animation Controls   Appears once a rig exists. The sliders you keyframe.


Four operators:


  Create Rig               Builds the rig on the selected bones.

  Remove Rig               Removes the rig, leaves the original chain intact.

  Edit Path                Selects the channel curve and enters Edit Mode.

  Toggle Mechanism Bones   Shows or hides the mechanical bones, for debugging.



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5. BUILD SETTINGS

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These are read when you press Create Rig. Changing them afterwards does

nothing until you rebuild.


5.1  NAMING


  Name              Unique name for this rig. Used in every created datablock.

  Prefix            Prefix for every bone and object created. Default GZ.


5.2  STRUCTURE


  Method            How the existing bones follow the control system.

                    - Spline IK  : the bones follow a NURBS curve. Smoother

                                   bending, and squash & stretch with volume

                                   preservation comes for free. Default.

                    - Stretch To : a Stretch To chain between trackers. More

                                   predictable and faster.

  Extra Controls    Intermediate controls between base and tip. Default 3,

                    range 1 to 12. More controls means finer shaping and a

                    busier viewport.

  Control Size      Multiplies the size of every control widget. Use this

                    rather than scaling the control bones by hand.


5.3  THE CHANNEL


  Path              - Create New   : builds a straight editable path starting

                                     at the current tip. Default.

                    - Use Existing : uses a curve you already have, for example

                                     the channel of another rig, so two rigs

                                     can share one path.

  Curve             The existing curve, when Path is Use Existing.

  Path Points       Control points of the generated channel. Default 4, range

                    3 to 12. Edit them afterwards with Edit Path to bend the

                    channel by hand.

  Path Depth        Channel length as a multiple of the chain length.

                    Default 1.0, range 0.1 to 2.0.


5.4  ENTRY POINTS


  Entry Points      With 1, the channel is a straight editable curve parented

                    to the entry bone. With 2 or more, the entry bones BECOME

                    the control points of the channel, so you shape the path

                    by posing bones instead of editing a curve.

                    Default 1, range 1 to 8.

  Entry Parent      What the entry bones hang from.

                    - Unparented     : placed by hand in world space. Classic

                                       behaviour, and the default.

                    - Master control : they hang from GZ-root and follow the

                                       character.

                    - Specific bone  : they hang from a bone you pick on this

                                       armature, so they follow a partner's

                                       pelvis, a prop, or anything else.

  Parent Bone       The bone to hang from. It cannot be one of the bones in

                    the selected chain: that would be a circular dependency,

                    and GanzoFX refuses rather than building a broken rig.


5.5  MOTION


  Thrust            How the chain behaves as it travels.

                    - Follow Canal  : the part already inside follows the curve

                                      of the channel, so the chain always stays

                                      on the path. Default.

                    - Stay Straight : the chain ignores the channel shape and

                                      goes in perfectly straight, like a rigid

                                      body.

                    This only sets the STARTING value of the Follow Canal

                    slider. Stay Straight sets it to 0. The part that has not

                    entered yet is ALWAYS straight, whichever you pick.

  Rigid Thrust      1 = the base follows the tip and the chain does not

                    stretch. This is the realistic behaviour and the default.

                    0 = the base stays put and the chain stretches to reach

                    the depth.

  Rotation Conform  Orients the chain to the channel curvature as it enters.

                    On by default. Turn it off if you see odd twisting.


5.6  SHAPE


  Squash & Stretch  Starting value of the rig's Squash slider. Default 1.0.

  Entry Squeeze     Narrowing of the chain while it crosses the entry.

                    Defaults to 0. Raise it only if you want that effect.

  Extra Taper       ADDITIONAL taper on top of the shape the mesh already has.

                    0 means nothing changes at rest, which is what you want

                    unless you are deliberately reshaping.

  Auto Scale Drivers  Adds the thickness and volume drivers the sliders use.

                      Leave it on unless you are driving scale yourself.

  Limit Scale       Adds Limit Scale constraints to the controls. OFF by

                    default, because it stops you shrinking controls freely in

                    the viewport. Use Control Size instead.


5.7  VIEWPORT


  Hider Empty       Optional. Creates a ring-shaped empty. Chain geometry that

                    crosses the ring is hidden, so the chain disappears as it

                    goes in rather than poking through the surface. On by

                    default. It needs a mesh weighted to the chain; if there

                    is none, GanzoFX says so and skips it.

  Hide Deform Bones Hides the selected chain on build so only the controls are

                    left in the viewport. It reappears when the rig is

                    removed. On by default.



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6. ANIMATION CONTROLS

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Every slider lives as a custom property on GZ-root and is keyframed like any

other property. This is what you animate.


  Depth           The travel. 0 = fully out, 1 = fully in. At 0 the tip rests

                  exactly on the first entry point; at 1 it reaches the far

                  end of the channel.

  Squash          Squash and stretch intensity along the chain.

  Thickness       Overall thickness.

  Length          Overall length.

  Bend Up         Bends the chain up and down.

  Bend Side       Bends the chain left and right.

  Aim Entry       Blends how strongly the chain aims at the entry point.

  Follow Canal    0 = the chain ignores the channel shape and stays straight.

                  1 = the part inside hugs the channel exactly.

  Rigid Thrust    Live version of the build setting: 1 keeps the length, 0

                  lets the chain stretch.

  Entry Squeeze   Live narrowing as the chain crosses the entry.



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7. WHAT GETS CREATED

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Bones, all prefixed with your Prefix and Name:


  GZ-root         Master control. Holds every animation slider.

  GZ-ctrl-NN      The controls you shape the chain with.

  GZ-entry-NN     The entry points. Move these to place the channel.

  GZ-thrust       Drives the base as the chain travels.

  GZ-mech-NN      Mechanism. Hidden by default; Toggle Mechanism Bones shows

                  them if you need to see what the rig is doing.

  GZ-trk-NN       Trackers, used by the Stretch To method.

  GZ-aim          Aim target for the entry.

  GZ-hider        Drives the hider empty.


Collections:


  WGT_GanzoFX       Control widgets. Hidden.

  GanzoFX_Internal  Riders and internal objects. Hidden.

  GanzoFX_Hider     The hider empty. Always visible, because you need to see

                    and place it.


The rig writes a manifest into a custom property named ganzofx_data on the

armature. Remove Rig reads it to undo exactly what it did. Do not delete it by

hand: without it, the rig cannot be removed cleanly.



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8. SHAPING THE CHANNEL

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With a single entry point, press Edit Path. GanzoFX selects the channel curve

and drops you into Edit Mode. Move the control points to bend the channel any

way you like, then go back to Pose Mode. The rig follows the new shape

immediately; there is nothing to rebuild.


With two or more entry points, skip the curve entirely: the entry bones ARE

the control points. Pose them and the channel follows. This is the better

choice when the path has to move with something, because bones can be

constrained and curve points cannot.



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9. NOTES AND LIMITATIONS

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  * Order matters. Select the chain from base to tip. GanzoFX builds along the

    parent relationship, so a broken or branching chain will not work.


  * Reach. The tip sweeps the full length of the channel whatever the distance

    between the base and the first entry: at Depth 0 it rests on the entry

    bone, at Depth 1 it reaches the far end. Moving the entry nearer to or

    further from the base changes WHERE the motion happens, not how much range

    the Depth slider has.


  * Armature scale. Rigs built on figures imported at a scale other than 1.0

    behave identically to rigs at scale 1.0. Nothing needs applying first.


  * Do not place an entry point behind the base, with the channel pointing

    back through the body. The geometry is degenerate and the chain will

    collapse at mid-travel. Entry points belong in front of the chain.


  * The Parent Bone for entries cannot be part of the rigged chain. GanzoFX

    refuses that combination rather than producing a circular dependency.


  * The hider empty needs a mesh weighted to the chain. Without one it is

    skipped and reported, not silently ignored.


  * Build settings are read once, at build time. To change Method, Extra

    Controls, Entry Points or the channel structure, remove the rig and build

    again. Everything in section 6 is live and needs no rebuild.



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10. CHANGELOG

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  1.0.0

    * First public release.



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11. SUPPORT

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  Author    Auron3D

  Store     https://superhivemarket.com/creators/auron3d

  License   GPL-3.0-or-later. The full text ships as LICENSE inside the

            add-on package.


Include your Blender version and, where possible, a small .blend that shows

the problem.


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$9.99

Support Period Included

Includes 12 months of

  • Support from auron3d
  • Product updates

Extend this product’s Support Period +12 months: 50% of product price

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Details
Blender Extension Compatible Yes
Published 8 days ago
Blender Version 4.2 - 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL