Quadruped IK Spine
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.
Using Quadruped IK Spine
Click the
Quadruped IK Spine 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 points (neck and sacrum) are highlighted yellow for easy identification. |

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 Spine Bone Controls | Makes the spine bone 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, 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.
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: bone 1, bone 4, bone 7, bone 10, bone 13, bone 16, spine end, and sacrum.
