A Rig Instance ties together components (i.e., head and body) which in turn trigger their own RigLogic evaluations per .dna file. This panel manages the list of instances in your scene and the data each one links to. The sidebar (and every editor panel in it) is context-sensitive to the active instance selected here.

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The Instance List

Each row is one Rig Instance. Per-row toggles control what RigLogic outputs for that instance:

Toggle Output
Auto Evaluate Master switch — evaluate this instance live
Bones Bone transforms
Shape Keys Shape key values
Texture Masks Wrinkle map masks on the Texture Logic node
RBFs Radial Basis Function corrective poses (body)

Use the side buttons to Add, Remove, Duplicate, and reorder instances.

Tip

Always use Duplicate to copy an instance — it re-links all data and constraints. Manually duplicating the objects will leave the new head and body disconnected from their underlying DNA relationships.

Linked Data

Expand the Head and Body sub-panels to assign the objects each RigLogic evaluation reads from. The header checkbox on each enables auto-evaluation for that component.

Field Purpose
Head DNA File The .dna file RigLogic reads for the head
Face Board The armature RigLogic reads GUI control positions from
Head Mesh The mesh whose shape keys are evaluated
Head Rig The armature whose bones are evaluated
Head Material The material carrying the Texture Logic node

Body

Field Purpose
Body DNA File The .dna file RigLogic reads for the body
Control Rig When this is set, the body rig listens for dependency graph updates from this object, which trigger RigLogic updates
Body Mesh The body mesh
Body Rig The body deform armature
Body Material The body material

Note

A red/alerted field means required data is missing or a DNA file can't be found on disk. Fields are filled in automatically when you import a DNA file, but you can adjust and re-link data manually. This is important to keep in mind when moving your .blend file location, since the .dna files are a dependency for the rigs. You can use Blender's relative path syntax to help with this. For example, //head.dna, //body.dna, etc.

Head to Body Constraint Influence

When a head and body are imported together, the head is constrained to follow the body's bones. This slider controls how strongly the head follows the body. Setting it to zero detaches it completely from the body.

Force Evaluate

Forces evaluation for the active Rig Instance and resets its cache. This is the catch-all for refreshing your RigLogic connections and references in case something changed or data is stale.