Model Rigging
Skeleton Categories
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.
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. | ![]() |
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Quadruped, Digitigrade Legs: Cats, dogs, deer, and other animals with digitigrade hind leg structures. | ![]() |
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 Name Slot Enum Value Slot Type (NonHumanoidSlotType) Description Root 0 Root Root Node Spine_03 1 Chest Chest Spine_02 2 UpperSpine Upper Spine Spine_01 3 LowerSpine Lower Spine Neck_01 4 Neck Neck Head 5 Head Head Hand_L 6 FrontalLeftFoot Front Left Foot Hand_R 7 FrontalRightFoot Front Right Foot Foot_L 8 RearLeftFoot Rear Left Foot Foot_R 9 RearRightFoot Rear Right Foot Tail_01 10 Tail Tail Human_Hand_R01 11 RightHand Humanoid Right Hand 01 Human_Hand_L01 12 LeftHand Humanoid Left Hand 01 Human_Head 13 HumanoidHead Humanoid Head Human_Spine_04 14 HumanoidChest Humanoid Chest for Multipeds Fins_UP_01 15 DorsalFin Dorsal Fin 01 Fins_L_01 16 LeftFin Left Fin 01 Fins_R_01 17 RightFin Right Fin 01 Wing_UpperArm_R_01 18 RightWing Right Wing 01 Wing_UpperArm_L_01 19 LeftWing Left Wing 01 Foot_R01 20 ExtraRightFoot1 Extra Right Foot 01 Foot_R02 21 ExtraRightFoot2 Extra Right Foot 02 Foot_R03 22 ExtraRightFoot3 Extra Right Foot 03 Foot_R04 23 Extra Right Foot 04 Extra Right Foot 04 Foot_L01 24 ExtraLeftFoot1 Extra Left Foot 01 Foot_L02 25 ExtraLeftFoot2 Extra Left Foot 02 Foot_L03 26 Extra Left Foot 03 Extra Left Foot 03 Foot_L04 27 Extra Left Foot 04 Extra Left Foot 04 Mouth 28 Mouth Mouth Eye_R 29 RightEye Right Eye Eye_L 30 LeftEye Left Eye Head_Auxiliary_01 31 Crest Crest
Skeleton Checklist:
Skeleton Name (Index Order) | Character/NPC | Quadruped, Upright Legs | Quadruped, Digitigrade Legs |
---|---|---|---|
0 | Root | Root | Root |
1 | Bip_01 | Bip_01 | Bip_01 |
2 | Pelvis | Pelvis | Pelvis |
3 | Spine_01 | Spine_01 | Spine_01 |
4 | Spine_02 | Spine_02 | Spine_02 |
5 | Spine_03 | Spine_03 | Spine_03 |
6 | Neck_01 | Neck_01 | Neck_01 |
7 | Head | Head | Head |
8 | HeadNub | Ears_R_01 | Ears_R_01 |
9 | Eye_R | Ears_R_02 | Ears_R_02 |
10 | Eye_L | Ears_R_03 | Ears_R_03 |
11 | Mouth | Ears_L_01 | Ears_L_01 |
12 | Eyelid_R | Ears_L_02 | Ears_L_02 |
13 | Eyelid_L | Ears_L_03 | Ears_L_03 |
14 | Eyebrow_R | Eye_R | Eye_R |
15 | Eyebrow_L | Eye_L | Eye_L |
16 | Hair_Root | Mouth | Mouth |
17 | Chest_01_R | Clavicle_L | Clavicle_L |
18 | Chest_02_R | UpperArm_L | UpperArm_L |
19 | Clavicle_R | Forearm_L | Forearm_L |
20 | UpperArm_R | Hand_L | Hand_L |
21 | Lowerarm_R | Thumb_01_L | Thumb_01_L |
22 | Hand_R | Clavicle_R | Clavicle_R |
23 | Thumb_01_R | UpperArm_R | UpperArm_R |
24 | Thumb_02_R | Forearm_R | Forearm_R |
25 | Thumb_03_R | Hand_R | Hand_R |
26 | ThumbNub_R | Thumb_01_R | Thumb_01_R |
27 | Index_01_R | Thigh_R | Thigh_R |
28 | Index_02_R | Calf_R | Calf_R |
29 | Index_03_R | Foot_R | HorseLink_R |
30 | IndexNub_R | Toe_R | Foot_R |
31 | Middle_01_R | Thigh_L | Toe_R |
32 | Middle_02_R | Calf_L | Thigh_L |
33 | Middle_03_R | Foot_L | Calf_L |
34 | MiddleNub_R | Toe_L | HorseLink_L |
35 | Ring_01_R | Tail_01 | Foot_L |
36 | Ring_02_R | Tail_02 | Toe_L |
37 | Ring_03_R | Tail_03 | Tail_01 |
38 | RingNub_R | Tail_04 | Tail_02 |
39 | Pinky_01_R | Tail_03 | |
40 | Pinky_02_R | Tail_04 | |
41 | Pinky_03_R | ||
42 | PinkyNub_R | ||
43 | Lower_R_Root | ||
44 | Clavicle_L | ||
45 | UpperArm_L | ||
46 | Lowerarm_L | ||
47 | Hand_L | ||
48 | Thumb_01_L | ||
49 | Thumb_02_L | ||
50 | Thumb_03_L | ||
51 | ThumbNub_L | ||
52 | Index_01_L | ||
53 | Index_02_L | ||
54 | Index_03_L | ||
55 | IndexNub_L | ||
56 | Middle_01_L | ||
57 | Middle_02_L | ||
58 | Middle_03_L | ||
59 | MiddleNub_L | ||
60 | Ring_01_L | ||
61 | Ring_02_L | ||
62 | Ring_03_L | ||
63 | RingNub_L | ||
64 | Pinky_01_L | ||
65 | Pinky_02_L | ||
66 | Pinky_03_L | ||
67 | PinkyNub_L | ||
68 | Lower_L_Root | ||
69 | Chest_01_L | ||
70 | Chest_02_L | ||
71 | Cloak_Root | ||
72 | Skirt_Root | ||
73 | Thigh_L | ||
74 | Calf_L | ||
75 | Foot_L | ||
76 | Toe_L | ||
77 | ToeNub_L | ||
78 | Thigh_R | ||
79 | Calf_R | ||
80 | Foot_R | ||
81 | Toe_R | ||
82 | ToeNub_R | ||
83 | Skirt_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.
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.)
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.