The OMNIA Tools Basics Panel is a custom Blender UI located in the N-Panel, designed for rigs based on OMNIA 2.
It provides a clean and streamlined interface to control performance and bone layer visibility, making it easier to organize and optimize your workflow while animating.
Simplify toggle for improved viewport performance during animation.
Curve Hair reduction control (only on rigs that use hair with curves), letting you lower the number of displayed strands to speed up the viewport.
Bone layer visibility controls, organized by function and anatomy.
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.
Available on rigs that use curve-based hair systems. This control lets you reduce the number of displayed hair curves in the viewport, significantly improving performance without affecting the final render.
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.