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Model Rigging

Model Rigging

Skeleton Categories

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Skeleton Overview

Humanoid Skeleton:

  • Supports shared animation resources from the corresponding skeleton library.

  • Compatible with interchangeable outfits, though minor discrepancies may occur.

  • Allows rotation, scaling, and translation of the skeleton. Ensure to reset scaling to 1 after adjustments.

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Multiped Skeleton:

  • Different animals have corresponding skeletons. Refer to the table below for the appropriate skeleton templates.
  • Supports matching with skeletons of the same animal type, allowing shared animation resources from the corresponding skeleton library.
  • Allows rotation, scaling, and translation of the skeleton. Ensure to reset scaling to 1 after adjustments.
Quadruped, Upright Legs: Bears, elephants, rhinos, and other animals with hind legs similar to humans.img
Quadruped, Digitigrade Legs: Cats, dogs, deer, and other animals with digitigrade hind leg structures.img

Custom Skeletons

  • Supports creating custom skeletons based on the model's design, offering high flexibility.

  • The total number of bones in a single skeleton model cannot exceed 75 bones.

  • Does not support animations from the shared humanoid or multiped animation libraries.

  • When custom skeletons are named with specific identifiers, objects can be attached to corresponding bones in the skeleton model via the attachToSlot() method in the game. Below is the correspondence table between skeleton names and non-humanoid object slot types:

    Skeleton NameSlot Enum ValueSlot Type (NonHumanoidSlotType)Description
    Root0RootRoot Node
    Spine_031ChestChest
    Spine_022UpperSpineUpper Spine
    Spine_013LowerSpineLower Spine
    Neck_014NeckNeck
    Head5HeadHead
    Hand_L6FrontalLeftFootFront Left Foot
    Hand_R7FrontalRightFootFront Right Foot
    Foot_L8RearLeftFootRear Left Foot
    Foot_R9RearRightFootRear Right Foot
    Tail_0110TailTail
    Human_Hand_R0111RightHandHumanoid Right Hand 01
    Human_Hand_L0112LeftHandHumanoid Left Hand 01
    Human_Head13HumanoidHeadHumanoid Head
    Human_Spine_0414HumanoidChestHumanoid Chest for Multipeds
    Fins_UP_0115DorsalFinDorsal Fin 01
    Fins_L_0116LeftFinLeft Fin 01
    Fins_R_0117RightFinRight Fin 01
    Wing_UpperArm_R_0118RightWingRight Wing 01
    Wing_UpperArm_L_0119LeftWingLeft Wing 01
    Foot_R0120ExtraRightFoot1Extra Right Foot 01
    Foot_R0221ExtraRightFoot2Extra Right Foot 02
    Foot_R0322ExtraRightFoot3Extra Right Foot 03
    Foot_R0423Extra Right Foot 04Extra Right Foot 04
    Foot_L0124ExtraLeftFoot1Extra Left Foot 01
    Foot_L0225ExtraLeftFoot2Extra Left Foot 02
    Foot_L0326Extra Left Foot 03Extra Left Foot 03
    Foot_L0427Extra Left Foot 04Extra Left Foot 04
    Mouth28MouthMouth
    Eye_R29RightEyeRight Eye
    Eye_L30LeftEyeLeft Eye
    Head_Auxiliary_0131CrestCrest

Skeleton Checklist:

Skeleton Name (Index Order)Character/NPCQuadruped, Upright LegsQuadruped, Digitigrade Legs
0RootRootRoot
1Bip_01Bip_01Bip_01
2PelvisPelvisPelvis
3Spine_01Spine_01Spine_01
4Spine_02Spine_02Spine_02
5Spine_03Spine_03Spine_03
6Neck_01Neck_01Neck_01
7HeadHeadHead
8HeadNubEars_R_01Ears_R_01
9Eye_REars_R_02Ears_R_02
10Eye_LEars_R_03Ears_R_03
11MouthEars_L_01Ears_L_01
12Eyelid_REars_L_02Ears_L_02
13Eyelid_LEars_L_03Ears_L_03
14Eyebrow_REye_REye_R
15Eyebrow_LEye_LEye_L
16Hair_RootMouthMouth
17Chest_01_RClavicle_LClavicle_L
18Chest_02_RUpperArm_LUpperArm_L
19Clavicle_RForearm_LForearm_L
20UpperArm_RHand_LHand_L
21Lowerarm_RThumb_01_LThumb_01_L
22Hand_RClavicle_RClavicle_R
23Thumb_01_RUpperArm_RUpperArm_R
24Thumb_02_RForearm_RForearm_R
25Thumb_03_RHand_RHand_R
26ThumbNub_RThumb_01_RThumb_01_R
27Index_01_RThigh_RThigh_R
28Index_02_RCalf_RCalf_R
29Index_03_RFoot_RHorseLink_R
30IndexNub_RToe_RFoot_R
31Middle_01_RThigh_LToe_R
32Middle_02_RCalf_LThigh_L
33Middle_03_RFoot_LCalf_L
34MiddleNub_RToe_LHorseLink_L
35Ring_01_RTail_01Foot_L
36Ring_02_RTail_02Toe_L
37Ring_03_RTail_03Tail_01
38RingNub_RTail_04Tail_02
39Pinky_01_RTail_03
40Pinky_02_RTail_04
41Pinky_03_R
42PinkyNub_R
43Lower_R_Root
44Clavicle_L
45UpperArm_L
46Lowerarm_L
47Hand_L
48Thumb_01_L
49Thumb_02_L
50Thumb_03_L
51ThumbNub_L
52Index_01_L
53Index_02_L
54Index_03_L
55IndexNub_L
56Middle_01_L
57Middle_02_L
58Middle_03_L
59MiddleNub_L
60Ring_01_L
61Ring_02_L
62Ring_03_L
63RingNub_L
64Pinky_01_L
65Pinky_02_L
66Pinky_03_L
67PinkyNub_L
68Lower_L_Root
69Chest_01_L
70Chest_02_L
71Cloak_Root
72Skirt_Root
73Thigh_L
74Calf_L
75Foot_L
76Toe_L
77ToeNub_L
78Thigh_R
79Calf_R
80Foot_R
81Toe_R
82ToeNub_R
83Skirt_01_Root

Rigging Specifications:

  • Use standard skeleton files for model adaptation.
  • Do not modify the scale attributes of the skeleton.
  • Adding, deleting, or rearranging skeleton hierarchy is not allowed.
  • Skeleton naming must remain unchanged.
  • Ensure the model orientation matches the forward-facing direction in the software's front view.
  • Check that the model's coordinates are set to zero (X/Y/Z = 0/0/0) and adjust if necessary.
  • Ensure unit settings are standardized to centimeters.

Character/NPC:

  • Each joint position of the model must match the corresponding skeleton position.

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  • Apply the Skin command to the character and add the required skeletons.

  • Exclude Bip_01 and the root node Root from skinning.

  • Each vertex in the model can be influenced by a maximum of 3 bones. (The default setting in most DCC software is >4 and must be manually adjusted to 3.)

pgetutor20250107-110721

  • You can check the binding weight information for overlaps or structural anomalies by adjusting the skeleton keyframes (exit skeleton editing mode). Make targeted adjustments to optimize the weight information as needed.

Multiped Rigging:

  • Apply the Skin command to the character and add the required skeletons.
  • Exclude Bip_01 and the root node Root from skinning.
  • Each vertex in the model can be influenced by a maximum of 3 bones. (The default setting in most DCC software is >4 and must be manually adjusted to 3.)
  • Adjust the skeleton keyframes (exit skeleton editing mode) to review the binding weight information for any overlaps or obvious structural anomalies. Make targeted adjustments to optimize the weight distribution.

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