The body skeleton for G5 characters is basically composed of Base Bones and Twist Bones.
The Base Bones are mainly used for adjusting limb size and the Twist Bones are used to manipulate the surface mesh during rotation or scaling adjustments of the Base Bones.
These two kinds of bones can be arbitrarily skinned with meshes; however it is suggested that you follow the list below (note that the bones in bold style are Twist Bones) to skin the meshes:
Bones that don't need to be skinned |
Bones that must be skinned |
Bones that are optionally skinned |
|
|
RL_Head |
RL_Neck |
RL_NeckTwist01 RL_NeckTwist02 |
|
RL_R_Ribs RL_L_Ribs |
RL_R_RibsTwist RL_L_RibsTwist |
RL_R_Breast RL_L_Breast |
RL_Hips |
RL_Pelvis RL_Waist RL_Spine01 RL_Spine02 RL_R_Clavicle RL_L_Clavicle |
RL_R_Abdominal RL_L_Abdominal |
RL_R_UpperArm RL_L_UpperArm |
RL_R_UpperArmTwist01 RL_L_UpperArmTwist01 RL_R_UpperArmTwist02 RL_L_UpperArmTwist02 |
|
RL_R_Forearm RL_L_Forearm |
RL_R_Elbow RL_L_Elbow RL_R_ForearmTwist01 RL_L_ForearmTwist01 RL_R_ForearmTwist02 RL_L_ForearmTwist02 |
|
RL_R_Thigh RL_L_Thigh |
RL_R_ThighTwist01 RL_L_ThighTwist01 RL_R_ThighTwist02 RL_L_ThighTwist02 |
RL_R_Hip0 RL_L_Hip0 |
RL_R_Calf RL_L_Calf |
RL_R_Knee RL_L_Knee RL_R_CalfTwist01 RL_L_CalfTwist01 RL_R_CalfTwist02 RL_L_CalfTwist02 |
|
RL_R_Hand01_Floor01 ~ 06 RL_L_Hand01_Floor01 ~ 06 |
RL_R_Hand RL_L_Hand |
|
RL_R_Foot01_Floor01 ~ 06 RL_L_Foot01_Floor01 ~ 06 |
RL_R_Foot RL_L_Foot |
|
RL_R_Hand_Acc_Pivot RL_L_Hand_Acc_Pivot |
RL_R_Finger00 ~ 02 RL_L_Finger00 ~ 02 RL_R_Finger10 ~ 12 RL_L_Finger10 ~ 12 RL_R_Finger20 ~ 22 RL_L_Finger20 ~ 22 RL_R_Finger30 ~ 32 RL_L_Finger30 ~ 32 RL_R_Finger40 ~ 42 RL_L_Finger40 ~ 42 |
|
All bones named "*_Nub" on the end |
RL_R_Toe RL_L_Toe |
|
The Base Bones that needs to be skinned shall be skinned according to their names that are corresponding to the body parts.
As for the Twist Bones, please follow the rules below to get them skinned:
The current 3ds Max G5 template is able to simulate the synchronizing scaling and rotating for the base bones and their gearing twist bones, which is very similar to what you can also do in iClone 5.
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Before scaling the neck base bone |
The twist bones are scaled as soon as the neck base bone is scaled. |
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Before scaling the upper-arm base bone |
The twist bones are scaled as soon as the base bone is scaled. |
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Before scaling the forearm base bone |
The twist bones are scaled as soon as the base bone is scaled. |
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Before scaling the thigh base bone |
The twist bones are scaled as soon as the base bone is scaled. |
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Before scaling the knee base bone |
The twist bones are scaled as soon as the base bone is scaled. |