Biped Hand
Creates an Auto Rig hand for a biped character.
See also: Create Rig, Reconnect Part, Placer, Biped Arm
This tool puts down an Auto Rig Biped Hand node and sets the hook object parameter. This tool is used for building biped characters.
This body part does not use inverse kinematics, therefore does not have bones.
Using Biped Hand
-
Select the hook object.
The hook object provides parent transforms to the body part.
-
Click the
Biped Hand tool on the Auto Rigs tab.
If you
⇧ Shift
+
the button you will get a list of different types of biped hands to choose from.
Parameters
|
Hook Object |
The path of the hook object. |
|
Side |
Indicates the side of the body. For example, left or right. |
|
Symmetry Override |
Override the symmetry of any parts hooked to this object. |
|
Layer |
Indicates the order for the parent’s Set Rig. For example, the character placer is set to 0, the spine is set to 1, the arms and legs are set to 2 etc. This prevents the arms from being created or set before the spine when a rig is created or modified. |
|
Rig Path |
The node on which to execute the Set Rig. |
|
Set Rig |
Sets the rig on the path indicated above. |
|
Display Controls |
Makes the controls visible or invisible. |
|
Display Wire |
Makes the wire visible or invisible. |
|
Control Scale |
Allows you to re-size the controls. |
Rigging
The parameters on this tab allow you to translate and rotate each section of each finger. This can also be done by translating and rotating the controls in the scene view.
Proxy
|
Show |
Shows the bounding geometry or proxy groups of the body part. |
|
Cutting Handles |
Hides or shows the cutting handles in wireframe or shaded modes. |
The rest of the parameters on this sub-tab allow you to translate, rotate, and scale the proxy cutting controls of the hand. These include: palm end, and the root, middle, and tip of each finger.