Bone Mapping, Distribution, and TPose
The Hips (pelvis) bone is the only bone that must be mapped, as this bone is responsible for translating the character.
The rest of the bones are optional, but it is highly recommended to have the entire bone structure, as missing bones can negatively impact the animation result.
Any bone naming convention can be mapped using the add-on.
Rigs that follow one of the supported naming conventions can be automatically mapped in the add-on. Namespaces Prefix to an object or bone name separated by the :
symbol.
Example:
MyCharacter:Hips
MyCharacter:Spine
are supported.
Supported bone naming conventions:
- Autodesk Flow Studio
- Mixamo
- Human IK
- Quick Rig
- Unreal Engine
- Character Creator 4
- Daz 3D
- BlenRig
- Rigify
- Auto Rig Pro
Autodesk Flow Studio bone naming convention
Hips
Spine
Spine1
Spine2
Neck
Head
LeftShoulder
LeftArm
LeftForeArm
LeftHand
LeftHandThumb1
LeftHandThumb2
LeftHandThumb3
LeftHandIndex1
LeftHandIndex2
LeftHandIndex3
LeftHandMiddle1
LeftHandMiddle2
LeftHandMiddle3
LeftHandRing1
LeftHandRing2
LeftHandRing3
LeftHandPinky1
LeftHandPinky2
LeftHandPinky3
RightShoulder
RightArm
RightForeArm
RightHand
RightHandThumb1
RightHandThumb2
RightHandThumb3
RightHandIndex1
RightHandIndex2
RightHandIndex3
RightHandMiddle1
RightHandMiddle2
RightHandMiddle3
RightHandRing1
RightHandRing2
RightHandRing3
RightHandPinky1
RightHandPinky2
RightHandPinky3
LeftUpLeg
LeftLeg
LeftFoot
LeftToeBase
RightUpLeg
RightLeg
RightFoot
RightToeBase
Given that these packages are beyond our direct control, we cannot guarantee their compatibility in all scenarios or instances. These packages may not have seamless compatibility, so it remains crucial to adhere to all requirements outlined in the documentation.
In the case of characters that are using rigging tools that generate both FK and IK systems, please make sure to set the rigs into FK mode before uploading the character.
When bringing CC4 characters into Blender, double-check the scale of the character and the length of the Head bone. As the characters often have a scale of 0.01, and the Head bone length is very small, this can cause the Head bone to disappear once the character's transforms are applied. Head bone length should be modified in the software of your choice by making it longer. Additionally, an end bone can be added.
When mapping Rigify rigs, the Auto Assign Bones feature will leave out the Spine bone mapping. The ideal bone for this mapping would be the spine_fk bone but this bone is not transferring animations up the spine bone chain. Instead, this bone rotates the lower part of the torso along with the legs.
The ideal bone for translating the character, in the Rigify rig, is the "torso" bone.
However, this bone can not scale the entire character. For this reason, we recommend running Rigify characters in Live Action Advanced project type with Scale turned off in Advanced Retargeting settings.