Bone Mapping, Distribution, and TPose

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Ideal Bone Distribution and TPose

Bone Mapping

Required Bones

The Hips (pelvis) bone is the only bone that must be mapped, as this bone is responsible for translating the character.
The rest of the bones are optional, but it is highly recommended to have the entire bone structure, as missing bones can negatively impact the animation result.

Bone Naming Convention

Any bone naming convention can be mapped using the add-on.

Supported Bone Naming Conventions

Rigs that follow one of the supported naming conventions can be automatically mapped in the add-on. Namespaces Prefix to an object or bone name separated by the : symbol.
Example:
MyCharacter:Hips
MyCharacter:Spine
 are supported.

Supported bone naming conventions:

  • Wonder Studio
  • Mixamo
  • Human IK
  • Quick Rig
  • Unreal Engine
  • Character Creator 4
  • Daz 3D
  • BlenRig
  • Rigify
  • Auto Rig Pro
Wonder Studio bone naming convention
				
					
Hips
    Spine
        Spine1
                Spine2
                    Neck
                        Head
                    LeftShoulder
                        LeftArm
                            LeftForeArm
                                LeftHand
                                    LeftHandThumb1
                                        LeftHandThumb2
                                            LeftHandThumb3
                                    LeftHandIndex1
                                        LeftHandIndex2
                                            LeftHandIndex3
                                    LeftHandMiddle1
                                        LeftHandMiddle2
                                            LeftHandMiddle3
                                    LeftHandRing1
                                        LeftHandRing2
                                            LeftHandRing3
                                    LeftHandPinky1
                                        LeftHandPinky2
                                            LeftHandPinky3
                    RightShoulder
                        RightArm
                            RightForeArm
                                RightHand
                                    RightHandThumb1
                                        RightHandThumb2
                                            RightHandThumb3
                                    RightHandIndex1
                                        RightHandIndex2
                                            RightHandIndex3
                                    RightHandMiddle1
                                        RightHandMiddle2
                                            RightHandMiddle3
                                    RightHandRing1
                                        RightHandRing2
                                            RightHandRing3
                                    RightHandPinky1
                                        RightHandPinky2
                                            RightHandPinky3
        LeftUpLeg
            LeftLeg
                LeftFoot
                    LeftToeBase
        RightUpLeg
            RightLeg
                RightFoot
                    RightToeBase
				
			

Given that these packages are beyond our direct control, we cannot guarantee their compatibility in all scenarios or instances. These packages may not have seamless compatibility, so it remains crucial to adhere to all requirements outlined in the documentation.

In the case of characters that are using rigging tools that generate both FK and IK systems, please make sure to set the rigs into FK mode before uploading the character.

Rigging Tools

Character Creator 4 - Blender

When bringing CC4 characters into Blender, double-check the scale of the character and the length of the Head bone. As the characters often have a scale of 0.01, and the Head bone length is very small, this can cause the Head bone to disappear once the character's transforms are applied. Head bone length should be modified in the software of your choice by making it longer. Additionally, an end bone can be added.

Rigify - Blender - Missing Spine Bone

When mapping Rigify rigs, the Auto Assign Bones feature will leave out the Spine bone mapping. The ideal bone for this mapping would be the spine_fk bone but this bone is not transferring animations up the spine bone chain. Instead, this bone rotates the lower part of the torso along with the legs.

Rigify - Blender - Scale Not Functional

The ideal bone for translating the character, in the Rigify rig, is the "torso" bone.
However, this bone can not scale the entire character. For this reason, we recommend running Rigify characters in Live Action Advanced project type with Scale turned off in Advanced Retargeting settings.