The OMNIA Tools Basics Panel is a custom Blender UI located in the N-Panel, designed specifically for rigs based on OMNIA 2. It provides quick and intuitive access to essential rigging features, helping animators work faster and more efficiently without navigating through scattered menus or properties.
Whether you're posing a full character or tweaking facial details, this panel centralizes the most important tools into a clean, production-friendly interface.
Visibility toggles for facial and rig layers — organized by function and anatomy.
Quick pose operations, including reset, mirroring, and flipping.
IK/FK switching with real-time snapping for arms, legs, and fingers.
Stretch controls to fine-tune limb behavior in IK mode.
Simplify toggle for better performance during animation.
You’ll find the panel under the OMNIA tab in the 3D Viewport’s N-Panel, available in both Object Mode and Pose Mode. It automatically detects and connects to the OMNIA rig in the scene.
This section is designed to improve viewport performance while working with the rig.
Enables or disables Blender’s simplify option. When active, it reduces visual complexity (such as subdivisions or effects) to ensure a smoother experience—especially useful in heavy scenes or during animation playback.
This section controls the visibility of the facial widget’s bone groups, making it easier to isolate specific facial regions while animating.
Toggles the display of the visual guide (legend) that labels different facial control groups. Useful for identifying control zones quickly.
Each toggle corresponds to a facial bone collection. Turning them on or off shows or hides the respective controls:
Face -Main facial controls.
Sticky Lips - Natural adhesive tension between the lips.
Expressions -Expression-based deformers.
Mouth Shapes -Extra phonemes or specific shape controls.
Lips Shapes - Direct control over the tension and volume of the lips.
Visemes -Phoneme-driven lip sync controls.
This slider adjusts how much the facial widget follows the head’s movement. Higher values keep the widget visually attached to the head, which helps with orientation during animation.
This section manages the visibility of the main rig’s bone collections, organized by anatomical regions. It allows you to isolate limbs or facial areas to streamline your animation workflow.
Controls related to the head and facial deformation:
Basic Face – Main facial control layer.
Face Deform – Bones responsible for facial deformation.
Gaze – Eye look controllers.
Tongue – Tongue controls.
👁 Gaze Option – Follows Head
Adjusts how tightly the eye controls follow the head. Useful for keeping the eye rig either aligned with the head or moving independently.
Separate layers for left and right arms:
Arm.L IK / Arm.R IK – Inverse Kinematics arm controls.
Arm.L FK / Arm.R FK – Forward Kinematics arm controls.
Arm.L Tweak / Arm.R Tweak – Fine adjustments for each arm.
Fingers / Fingers Detail – General and detailed finger controls.
Leg controls follow the same logic as arms:
Leg.L IK / Leg.R IK – Inverse Kinematics leg controls.
Leg.L FK / Leg.R FK – Forward Kinematics leg controls.
Leg.L Tweak / Leg.R Tweak – Additional tweaks for the legs.
Torso – Main spine and chest controllers.
Torso Tweak – Fine-tuning bones for subtle torso adjustments.
The global control for moving, scaling, or rotating the entire character rig.
This section offers quick access to essential tools for managing and manipulating poses during animation.
Resets all bones to their rest position. Useful to clear a pose and return to the default neutral state.
Switches between Pose Mode and Object Mode. A convenient shortcut for jumping between rig manipulation and object-level tasks.
Copies the current pose from one side and mirrors it to the opposite side.
Flip Left → Right – Mirrors the pose from the left side (.L) to the right side (.R).
Flip Right → Left – Mirrors the pose from the right side (.R) to the left side (.L).
Copies the pose from one side and pastes it onto the opposite side without altering the original.
Copy Left → Right – Duplicates the left side’s pose and applies it to the right.
Copy Right → Left – Duplicates the right side’s pose and applies it to the left.
This section controls the interpolation between Inverse Kinematics (IK) and Forward Kinematics (FK) for arms, legs, and fingers. It offers precise control over animation workflows and snapping between systems.
Independent controls for each side of the rig:
Arm IK/FK – Switch between IK and FK for arms.
Leg IK/FK – Switch between IK and FK for legs.
Fingers FK/IK – Blend between FK and IK for fingers.
A value of 0.0 means full FK, 1.0 means full IK. Intermediate values allow blending.
Applies the IK/FK switch globally to all arms and legs at once.
Applies the FK/IK switch to both hands simultaneously.
Automatically aligns one control system to match the pose of the other—avoiding sudden pops when switching modes.
FK → IK – Moves IK controls to match the current FK pose.
IK → FK – Adjusts FK controls to match the current IK position.
Available per limb and side: Left Arm, Right Arm, Left Leg, Right Leg.
This section allows you to control the automatic stretching behavior of arms and legs when using IK. It’s useful for creating exaggerated movements or keeping limbs visually connected to their targets.
Individual stretch toggles for each limb:
Arm Stretch – Controls whether the arm stretches to reach the IK target.
Leg Stretch – Same function applied to the legs.
A value of 1.0 enables full stretch. A value of 0.0 disables it completely.
This section covered all features of the OMNIA Tools Basics Panel. Designed to streamline your workflow, this panel gives you quick access to the most commonly used controls when working with the OMNIA 2 Rig.
For more advanced rigging features, including facial systems, constraints, snapping, and animation helpers, check the full OMNIA 2 Rig documentation.
Keep animating — the tools are here to support your creativity.