Creates an Auto Rig spine for a biped character.
This tool puts down an Auto Rig Biped Spine node and sets the hook object parameter. This tool is used for building biped characters.
Note
This body part does not use inverse kinematics, therefore does not have bones.
Using Biped Spine
Select the hook object.
The hook object provides parent transforms to the body part.
Note
The most common hook points are highlighted yellow (neck and hip) for easy identification.
Click the
Biped Spine tool on the Auto Rigs tab.
Note
If you ⇧ Shift +
the button you will get a list of different types of biped spines to choose from.
Parameters
| Hook Object | The path of the hook 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 the center of gravity, hip, lumbar, chest, and neck. This can also be done by translating 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 spine. These include: pelvis, hip, lumbar, chest, and neck.