 Beginners, it's mostly all done by hand, there is no script, there is only bones and constraints and parenting and so on. And for intermediates and pro users, there are some ready to use rigs and scripts like Regify, like Blenderig, like Rigging Pro and so on. And when you want to perform some professional, intermediate to professional rigging stuff, you have to put your hand in coding. And that's what I'm doing. And that's why there is Berifa. And in Berifa, there is no ready to use rigs, but there is some scripts that will help rigging and riggers to perform jobs they want to do. So Berifa is not only one add-on, it's a set of add-ons that will be or are released in the open source. And you can find them in Berifa websites. And now for the entire talk, I will present you some of the scripts, it's demo time. So we're going to start with very simple scripts. And the first one, it's switch animation view. You can use the Z keyboard to switch between the graph editor and the dot sheet editor. And OK, switch animation view. If you have your mouse here, you can switch with Z. It's very useful when we are doing some things. When you have only one screen, like me doing this demo. You can save space. And you can find these scripts for free on my website. It's very simple scripts. And the mask king set script for crane king sets. But not one by one, but you can create king sets for what you want. For example, if I select here some legs of my spider. You have here a masking saturation that will create the king set for all the bones in only one button press. And you can choose if you want to create king set for location rotation scale. You do not care locked channel. If you have some locked channel here, it will not create the king set for this one. And if there is some custom property on your bone, you can decide to put this in the king set. For example, some legs. And it will create the king set here directly with all what you want here. Thanks. This one is quite an early script, but you can find it on very far website for free. The bone channel, okay, this one is not released yet, but maybe in the next couple of weeks or months. Or you can ask me to test it in private beta if you want, if you already need it. For example, if you need to rename all this bone of the deformation layer of your bones, it can take a long time. But you can use these scripts to rename all your bones in one time. For example, if this one, that is currently bone.06, you want to be named arm.dev.l for deformation layer. And you can rename and it will rename the chain and stopping when there is some other stuff like this, there is a lot of trade-ons for this, so this one is not renamed. That can be done for fingers, for example, is to decide to rename it finger.l and to select all this one in one time, sorry, this one, and this one, and this one, and rename. And it will rename finger.o and finger.1 and finger.2, lots of time-saving and you can of course chose, if you want, in the properties, user preference, to rename not finger.o but finger.a, finger.b, finger.t, what you want and it detects if you are sided, that's .l will be not used, but .o1 will be put after .l or .r. Next one is available on the blender market. It's a foot world break to enhance the rigify system. For example, on this foot world, you can put, yeah, it's Earth. And when you walk, this don't happen like this. And you can use this script to enhance your rigify and it works only on rigify to patch your rigging tool and now you have more option here to have a foot break that will go like this in only one move, okay? If I don't use it, you can break your toes and like this. And you can decide that this time where the toes start rotating, it's at 50 degrees but you can decide that it will be at 12 and it will be addressed automatically. So this one is available on blender markets and I shouldn't tell that but it's GPL so you can find it if you want. So this one, the auto-reference space is useful when you want to change reference space of your bones. For example, here if I move the edge, the edge don't follow but maybe you want the edge to follow the edge when you rotate. So you can use auto-reference space and decide that you need to have, for example, three different reference spaces for the roots, the body and the edge and then I select the edge and I create a new reference space system and you can use some labels, for example, to decide that it will be the world reference space, the body one and the edge. And I activate the system and now if I use the world reference space, nothing happens but if I decide to put the edge reference spaces, no, the edge will follow automatically and you can do the same for the body, for example, if I rotate the edge, nothing happens but no, the edge will follow the body and you can generate a new panel for that and decide that you will put it on test panel and test tab and generate this and now you can generate and you have only a new tab but what it's why doing that and now you can put a friend on that and now the add-on is no more used and you can share your rigs with your client or with everyone you want if the client doesn't have this add-on, it will work, no, the system is including in your rig and no more including in your add-on so you can share your rigs with this system included. This add-on is not yet available but if you want to test it on your rigs, if you are a rigger, don't hesitate to come to me. And the next one is a big one for auto snapping, UFK, IK, LIMS, it's not released yet because it's still in progress and there is a lot of stuff and I'm currently testing it on different rigs and of course it works on some and on some I have to work on it but the main thing about this add-on is to be able to doing snapping between the IK and IK without any one line of Python. So what you can do with this, it's okay I will do a demonstration and after I will show how to construct it. So you only need to press one button and it will work, for example, I will do a little animation, currently I am in IK mode and it will work for troll too and have a button and go to F key and you go to F key and it will switch automatically your layers and put automatically some key frame to your switching mode and now you can continue your animation and change all of this thing and go to IK and continue your animation and go to F key and so on. And your animation is done without one line of Python. How to do that? You only have to construct a system so you create a new limb and you have to set some bones so I am going to show you how to do that, if there are some scales you have to set, okay, this is a global scale root and you click here and this bone is automatically and then you have to set, okay, what is your IK chain and my key chain is, for example, this one is the first one, this one is the second one, target is this one, okay, it's an IK with a pole bone and don't remember on which layer it is, where are you, my God, I lost a bone, yeah, this one and you can set foot roll system, okay, it's maybe a little complicated because the UI needs to be changed because currently all the modes are displayed and I have to simplify it but you have to decide what is your bone that will roll and what are your bones that you are using for foot rolling and you have to do the same for F key, F key first bone, second one, this one and so on and after that you have to decide where is your switch bone, you have to know where you put your custom property and I think it's on, don't remember, where is the IK and hello and I think where is this one and said okay, this one is using your property and my property is named IK, F key switch and currently my F key is 0 and my IK is 1 when I'm using this switching and you can now use bone transformation for example said if you are not using IK switching with property but with another bone that you decide that okay it's in space location when I move my bone in X direction when the X is 0 it's F key and when it's 1 it's IK also you can use this and after that for automatic interaction you can set okay on this layer this is my F key layer so you only have to select one F key and set okay this is this layer and this layer is IK okay and it will switch automatically and there is some auto care framing for your switch property and also for all your bones the F key and the IK bones and you can set that okay please automatically all available channel on your rigs are using a key set if you prefer there is one key set for F key and one key set for IK and with that okay it's done no you only have to use it here and to click and it will work and you can like the auto reference space decide that your client needs this feature but don't need the entire add-on and so you have to and generation enable and you can decide that okay I will generate this week and all the stuff and the blend of the Python stuff will be including in your rigs and no more in your add-on but there is a simple way to do that you can of course if you do that for one limb to mirror copy on the other one and of course it's a demo so it doesn't work I don't know why that's okay never mind it will work tomorrow it will work I have to fix that so it's very easy to work and to work in auto snapping with this system but of course it's not easy for me to work on all different rigs that use IK and F key and different role system that doesn't work exactly the same way so if you want this add-on please share with me your IK F key switch system and I am going to test if it work if it doesn't I will of course fix it to work on most most systems that it is possible and the extra group add-on thanks this is a beta tester so you can manage your groups like you want okay extra groups and decide that for all this stuff the legs okay this is a new group the legs are and the legs and for each group you can use different operators that will select your total visibility okay and for example I can use this stuff the A's system and after that you don't need all this panel you can desactivate it it mode okay and you can set okay I want to select this group sorry select this group or this group or this group automatically and you can decide with shift that you want to add to selection and you can decide that I don't want to see my eyes anymore no sorry and you can decide that you don't want your leg to be selectable so I can't select your legs on this side and on animation you can decide that okay I want to mute the A's for example and the A's doesn't blink anymore automatically you can do what you want and you can decide that this is a particular group where the bones that are in this group is moving and this is only the current selection so all the operators are not available for this current this current selection group because okay you don't want to select the current selection because it's already selected whoops your preference I think it's enterprise size no systems okay dpi sorry okay and for all these groups you can have some preferences for example for edit modes okay you can have some option for example to using kingset management okay for this group I want to select this group I am going to sorry to create where is it kingsets it's here masking set creation create a new kingset here for example okay legs okay create a new kingset and for this group you can decide okay this is in this kingset and now when you select okay I'm going to do the same for this group and decide that for this one okay and now when you select your group it will automatically switching your kingset here so you only have to insert kframe if you want and it will switch automatically for each groups you can okay here when you're using linking system you can create your groups in your rig file and after that when you use an animation file okay you can bring data and only click on reload data from library and it will be transfer all the groups that you created in your rig file to the animation file and you can manage to add something in your animation file but it's very easy to switch to link this data to between your animation and rigging file and if you are a developer you can easily create new files with this one and decide that in operator you can create new operator but I can't hear because I'm linking files or don't show it with this way but I am going to open the rig file next to show you and you can in preferences okay my god I'm going to open it again you can decide which of the event you are going to use the replace add or remove will be you can decide what you are going to do using the shift for art for example or something like that and for the mutes you can use the solo mode with control for example I want to only show the ace movement so you can create the ace group and with control it will mute sorry all other things and there is only ace moving okay I think this was put on the ice group so I am can remove it like this and now it will move only like that it's only solo mode so you can see it if I have some other groups that is solo mode and you can of course cancel it so this is not really a rigging addon but more an animation addon but you know if you are doing rigging you have to manage this animation to test your rig of course and this one is addon is not available yet but in Prevets Beta there is some people that's testing it or are going to test it soon and yeah don't hesitate to come to me if you want to test it so what is the current status of this addon okay there is only few release for now and all the stuff is in private repository and there is some private beta tester but if you know me if you know my email address you can become a beta tester so what's next yeah more private beta tests and then release some public beta testing and of course continue development to get feedback to get new ideas and what's missing in rigging and animation in animation workflow because I want to talk about workflows and if there is some tools that need to be done in C instead of addon why not to move it personally or to ask it to move to to see in inside blender so that's why I'm starting developing addon because there is some missing feature in rigging not maybe some missing but some things that can be done easily so thanks for watching me and don't hesitate if you have some questions yes I think I have yes yes it's working thank you I recently tried an addon called name panel it's an addon to name multiple objects at once it has very advanced features but I was wondering if you know it and if your name your renamer is is something that cannot be done with the name panel addon I don't know I don't know this I don't try this addon I know I know that it exists but I didn't try it but this chain renamer was developed maybe one year or two years ago but for you know only privates own projects and okay I'm starting to develop it so three months ago it was not another and it was only a script that you have to launch by hand and also it's not really a question more of a remark it's about the eyes following the head yep I think in real life the eyes never move if you turn your head your eyes always move in micro saccades I know but you can use it for a layout for example it's only yeah you know it's only a base for animation of course animation will be animated frame by frame or two or three okay thanks I was just curious about your foot patch I had a problem with the hand that I was reading and when I go from FK to IK there's like a like a popping that happens just a micro popping and I didn't know whether it was because there was like more fingers involved with the foot patch it's quite a simple setup compared to hand I was wondering if you had any problem with with that or you know what that's causing that popping no with with if I add in yeah yep I don't know if you have an example five we can see it but I don't know I think the end system in if I is simpler that's the foot because there is no rolling system on the the hand so I don't know I don't know I don't choose the refice so much also switching system so much so I don't know but yeah we can see if we can see it after my talk if you want yep I think there is one here and one here about the problem of domain changes that I just wanted to know how did you solve the problem of changing the domain and associating one bone to another it's a child of constraints okay yeah with some drivers that's Python drivers that and when you switch the domain with constraints and drivers yep okay and did you experience any problem and working with constraints and stuff like not yet but there is always problem so yeah not yet because I had I had more or less the same problem with you know transformation matrices and changing from one contest to another and in some situations you can have a problem using constraints and switching from one contest to another it's okay it's my experience yeah it can be difficult but sometimes we need some matrix transformation or so but okay I think that's one question here why move to see what are the limitations of Python in this case maybe some perform performance system performance issue you know if this is something that everyone wants why not to put it directly into blender or maybe to make it an official add-on for first step but yeah other question no thanks a lot