Creates an Auto Rig spine for a quadruped character.
This tool puts down an Auto Rig Quadruped Spine node and sets the hook object parameter. This tool is used for building quadruped characters.
This body part does not use inverse kinematics, therefore does not have bones.
Using Quadruped IK Spine
Select the hook object.
The hook object provides parent transforms to the body part.
The most common hook points (neck and sacrum) are highlighted yellow for easy identification.
Click the Quadruped IK Spine tool on the Auto Rigs tab.
The path of the hook object.
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.
The node on which to execute the Set Rig.
Sets the rig on the path indicated above.
Makes the controls visible or invisible.
|Display Spine Bone Controls|
Makes the spine bone controls visible or invisible.
Makes the wire visible or invisible.
Allows you to re-size the controls.
The parameters on this tab allow you to translate the center of gravity, neck, spine neck, ribcage, spine ribcage, hip, spine hip, and sacrum. This can also be done by translating the controls in the scene view.
Additionally, there are spine bone controls that allow you to position each bone on the spine.
Shows the bounding geometry or proxy groups of the body part.
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: bone 1, bone 4, bone 7, bone 10, bone 13, bone 16, spine end, and sacrum.