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.

Note

This body part does not use inverse kinematics, therefore does not have bones.

Using Biped Hand

  1. Select the hook object.

    The hook object provides parent transforms to the body part.

  2. Click the Biped Hand tool on the Auto Rigs tab.

Note

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.