Applying the rig to your own characters
Not everyone's models will be the
same height, width, or even have the same number of arms and legs.
Here are a few extra things you
need to do to adapt the rig to your own characters.
Here is a fancy character named
AntWoman She will need to have the 2001 system applied to her.
The first thing to do is, while
holding the Ctrl key, drag the Everything Bone from
PuttyDudeMillenium model on to the AntWoman mesh.

Switch tobones mode
in the modeling window. Select the Everything bone
and press shift+J twiceto unhide all the bones under it.
Some of the bones dont match up!
We will need to adjust the length
and position of the bones. For simplicity, lets work on the meshbonesfirst.
Hide these bones by selecting them and pressing shift+J :
ArmRight
ArmLeft
RightArmSteady
LeftArmSteady
SteadyArms
LegRight
LegLeft
Balance Feet Level
Balance Feet Center
KfootLeft
KfootRight
The only bones that should be left
are the bones that will have the mesh applied to them.
Select each bone and move it to
the proper position in the model.
You can move branches of bones by selecting them, press the translatemanipulator
button,
and move them to the correct place.

Assign the mesh to the bones.
select the Everything bone
and press shift+J twice to unhide everything.
In order for the setup to operate
properly, the control bones need sizing positioning:
To avoid confusion, some bones are hidden, such as the bones
with the word 'Fan' in them
the ArmLeft and ArmRight
bone origins need to be in the
same place as the BicepLeft and BicepRight bone origins
KhandRight and KhandLeft
nulls need to be in the
same place as the HandLeft and HandRight bone origins.
The ArmLeft and ArmRight
ends need to be in the
same place as the KhandLeft and KhandRight origins.
The LeftArmSteady and
RightArm steady need to be in the
same place as BicepLeft and BicepRight bone origins.
The LegLeft and LegRight
bones need to be in the
same place as ThighLeft and ThighRight bone origins.
KfootLeft and KFootRight
need to be in the same
place as the FootLeft and FootRight bone origins
The LegLeft and LegRight
ends need to be in the same
place as KfootLeft and KfootRight origins

For explanations on howthe
armand leg setups work, go to this page.
in the project workspace, select
this bone and press shift.J to unhide the branch:
Balance Feet Level
From a front view, Balance
Base, Balance Base Rigid and BalanceRight foot
need to be placed over the same position as KfootRight

The balance point end and BalanceLeft foot
need to be placed
over the same position as KfootLeft.
Balance Point and Balance Point Rigid need to be placed over
the
same position as the Hips null.

Select Balance Feet Level and press Shift+J to hide the bones again.
Once these bones are aligned, continue with the rest of the process
of setting up the character on the previous page
main