Applying the rig to your own characters


setting up a new char


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.
to the ant


Switch to
bones mode in the  modeling window. Select the Everything bone
and press shift+J twiceto unhide  all the bones under it.

not good


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.

sfh


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

asdfa


KhandRight and KhandLeft   nulls need to be in the
same place as the HandLeft and HandRight bone origins.

asdf


The ArmLeft and ArmRight ends need to be in the
same place as the KhandLeft and KhandRight origins.

sdfg


The LeftArmSteady and RightArm steady need to be in the
same place as BicepLeft and BicepRight bone origins.

sdfsd


The LegLeft and LegRight   bones need to be in the
same place as ThighLeft and ThighRight bone origins.

g


KfootLeft and KFootRight need to be in the same
place as the FootLeft and FootRight bone origins

s


The LegLeft and LegRight ends need to be in the same
  place as KfootLeft and KfootRight origins
j

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
dfg

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.
Zfdf


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