Rig in 5 Introduction

Rig in 5 pretend to be a faster solution to manage almost any car rigging process for Blender.
with a simple workflow that i've found while working in Blender cars animation projects. this guide has the porpuse to show you all necessary tips and tricks that are important to know while working with it. ones you get the main idea behind rig in 5 you will be able to rig any car you want
also check the -->
Concepts you need to know
Rig in 5 what it does is import car models from sketchfab especially but not exclusively, clean that sketchfab empty heriarchy which is a headache to manage when our target is Rig the CAR, Extract Body, Wheels and Brakes of the car building the naming convention needed for car Rigging used for Rigicar workflow which i've reimplemented to work with the newer blender version so now works from 3.6+ to 5.0+ blender Version and was packed in the addon itself resulting in a more convenient Addon Panel making a much faster car rigging workflow.
Note
This workflow is for standar 4 wheels cars, I will be working on how to use other car types as trucks that comes with back wheel pairs.
this is how looks the new rigacar
implementation inside Rig In 5 Panel.

knowing the car naming convention
the Resulting naming convention we get after using the addon should be like this:
Convention Naming Table
| Convention Name | Description |
|---|---|
| [car]_jn_body / [car]_sp_body | this means that all object named like this is a Body Car |
| [car]_Wheel.Ft.L | this is the Front Left wheel |
| [car]_Wheel.Ft.R | this is the Front Right wheel |
| [car]_Wheel.Bk.L | this is the Back Left wheel |
| [car]_Wheel.Bk.R | this is the Back Right wheel |
Note
that we have two different body names
Convention Naming Table
| Convention Name | Description |
|---|---|
| [car]_jn_body | this is the name assigned when all body parts are join as One Object |

Convention Naming Table
| Convention Name | Description |
|---|---|
| [car]_sp_body | in this case means the body parts are separated making the active body father of rest of them |

if the car comes with brakes it should be like this:
Convention Naming Table
| Convention Name | Description |
|---|---|
| [car]_WheelBrake.Ft.L | this is the Front Left brake |
| [car]_WheelBrake.Ft.R | this is the Front Right brake |
| [car]_WheelBrake.Bk.L | this is the Back Left brake |
| [car]_WheelBrake.Bk.R | this is the Back Right brake |
where [Car] can be any name, this can be setted by hand if you want if is not the addon will used a defualt name RI5_Named when the Object Name field is empty Now if anything before ins't the case the addon automatically use the name of the imported model this will be shown on Clean Tab

so, a full naming convention should look like this:
Convention Naming Table
| Convention Name |
|---|
| [car]_jn_body / [car]_sp_body |
| [car]_Wheel.Ft.L |
| [car]_Wheel.Ft.R |
| [car]_Wheel.Bk.L |
| [car]_Wheel.Bk.R |
| [car]_WheelBrake.Ft.L |
| [car]_WheelBrake.Ft.R |
| [car]_WheelBrake.Bk.L |
| [car]_WheelBrake.Bk.R |
here is a more graphics example:

This is organized in Collection Colored in Blue and Yellow,
- Blue --> collection works as a main container of yellow collections
- Yellow --> collection contain a ready rigged car we worked
if we see this result on the outliner inside a Collection RI5_Collection colored as blue and inside of that collection should contain another collection Named as [Car] Joined Model or [Car] Unjoined Model colored as yellow
as shown below:

we can have many Collections Container (BLUE) and each one can also have many (Yellow) Subcollections
here is an example of two collection one for Sport Cars another for Trucks.
so you can pick in which you want to store sports an truck car, this will be explain in details
in Clean Tab there is where "Dense" work happen.

Technical Concepts you must know
Rig in 5 work based on world coordinates to execute the wheels and brakes extraction properly
as soon as you can understand this you will master all the addon for sure and be the faster car rigger Ever!!
so for that reason is why a added the Reset Tools, to manipulate our model much easy.
but, let me show you some important concept

a proper car oriantation should be in (+X, -Y) where (-Y)
is the direction where front of the car model should be point at
as you can see above the nose of the car is pointing on the Negative Y-Axis
that's good because now we know the addon will recognize wheels and brakes as expected
Once we have everything just like this you should know and understand the following rules
wheel detection occure based on vertex world position of the geometry to define the conventional name
if the model is between the plane inside (+X, -Y) Axis as shown below means that geometry
should be a Front Left Wheel or Front Left Brake so the Name will setted as Wheel.Ft.L or WheelBrake.Ft.L

so in the case of the model is between the plane inside (-X, -Y) Axis means that geometry
should be a Front Right Wheel or Front Right Brake so the Name will setted as Wheel.Ft.R or WheelBrake.Ft.R
as shown below:

this will be same logic for back:
for the case of (+X, +Y) Axis means that geometry
should be a Back Left Wheel or Back Left Brake so the Name will setted as Wheel.Bk.L or WheelBrake.Bk.R
as shown below:

and Finally the case of (-X, +Y) Axis means that geometry
should be a Back Left Wheel or Back Left Brake so the Name will setted as Wheel.Bk.L or WheelBrake.Bk.R
as shown below:

Rig In 5 will detect each wheel and brake and build the naming convention for you automatically
the only think you need to aware of anytime you face an Extraction error is mainly we forget to Apply
Transform a bad orientation an all that little details that always are important so make sure to use always
Reset Tab Features to avoid that kind of issues.

World Axis Reference:
