Quadruped Front Leg
Creates an Auto Rig front leg for a quadruped character.
This tool puts down an Auto Rig Quadruped Front Leg node and sets the hook object parameter. This tool is used for building quadruped characters.
Using Quadruped Front Leg
Click the
Quadruped Front Leg button on the Auto Rigs tab.Select the hook object and press Enter to confirm your selection.
The hook object provides parent transforms to the body part.
Note | The most common hook point (ball) is highlighted yellow for easy identification. |

Parameters
Hook Object | The path of the hook object. |
Character Placer | The path of the character placer. |
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 the leg root, shoulder, shoulder blade, elbow, wrist, hand, contact, and fingers, as well as rotate the hand. 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 front leg. These include: shoulder blade, shoulder, elbow, wrist, hand, and fingers.
