Body Skinning and Rigging

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

 

Bones that don't need to be skinned

Bones that need to be skinned

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:

Bones that can be optionally skinned

Synchronizing Scaling and Rotating

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.