it’s a weird topic. you can follow the rig_biped_simple tho. just read the comments. the manual structure is always just
- create the bone handles for all existing bones
- create the rig handles from all the bone handle locations
- create the hierarchy of the rig handles
- assign the rig handles to the bones
- assign the rig handles to their proper control groups
arm and legs ik just follows that sorta code way.
sfmUtils.BuildArmLeg( poletarget, rig_handle_endpoint, bone_first_in_chain, bone_last_in_chain, True )
you know you got only 2 bones to chain and control.
(there’s a ‘glitch mode’ to control 3 bones. but well… it’s glitchy. not recommended. e: just thought tho it could maybe be tooled to work with nice handle hierarchy with parents to use it. mmh. gotta test that. )