Operators: Rig Edit
Back to Operators.
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#
- Finds which deform bone corresponds to which Rigify bone through the
AB-LINKCopy Transforms constraints. - Renames the meshes' vertex groups to the Rigify DEF bone names.
- In Edit mode deletes the original bones and their
LINK-bones. - Re-parents any remaining deform children.
- Sets
convertedon 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.