Operators: Rig Edit

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Where: AetherBlend tab → Generate → Rig Manipulation panel.
Common requirements: the active armature has a generated rig (aether_rig.rigified).

aether.rig_edit_set_inherit_scale#

Label: Set Inherit Scale

Sets how the LINK bones inherit scale from their parents. These bones connect the generated rig to the original game skeleton.

Name Type Default Description
inherit_scale enum stored value FULL, FIX_SHEAR (Aligned), AVERAGE, NONE, NONE_LEGACY (None, legacy)

What it does: requires the LINK bone collection, stores the choice on the rig so a regenerate keeps it, and applies it to every bone in the collection. Reports how many bones changed. In the panel it is a drop-down.

bpy.ops.aether.rig_edit_set_inherit_scale(inherit_scale="FIX_SHEAR")

aether.rig_edit_delete_no_anim#

Label: Delete NoAnim

Removes every bone whose name contains noanim. These helper bones are not needed for animation and are removed to keep the export clean.

Parameters: none. Needs an armature. The original mode is restored afterwards.

aether.rig_edit_remove_game_support#

Label: Remove Game Support (button text: Convert)

Converts the generated rig into a standalone Rigify rig without the game skeleton. This cannot be undone, so a confirmation dialog appears.

Parameters: none.

What it does#

  1. Finds which deform bone corresponds to which Rigify bone through the AB-LINK Copy Transforms constraints.
  2. Renames the meshes' vertex groups to the Rigify DEF bone names.
  3. In Edit mode deletes the original bones and their LINK- bones.
  4. Re-parents any remaining deform children.
  5. Sets converted on the rig.

Use it when you only want to animate in Blender and do not need to export back to the game. Export a .blend copy first.