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Bone Mapping, Distribution, and TPose
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.
Rigs that follow one of the supported naming conventions can be automatically mapped in the add-on.
Namespaces are supported.
Supported bone naming conventions:
- Wonder Studio
- Human IK
- Quick Rig
- Unreal Engine
- Character Creator 4
- Daz 3D
- Auto Rig Pro
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.
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
When mapping Rigify rigs 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.