Difference between revisions of "Humanoid Rig Requirements for IK"
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* The bold bones are mandatory - must be present on the rig | * The bold bones are mandatory - must be present on the rig | ||
* The avatar also needs to have identifiable thumb - fully rigged fingers or at least one bone chain for the thumb and one for the remainder of the hand. | * The avatar also needs to have identifiable thumb - fully rigged fingers or at least one bone chain for the thumb and one for the remainder of the hand. | ||
+ | * Each finger must have at least two segments. | ||
+ | * Names are necessary for less than five fingers. For hands with five fingers, geometric detection will be used by default. | ||
+ | A sample Blender rig can be found [https://drive.google.com/drive/folders/1jlNeTwg2ZKSv1wD7HMifZ-RtTTN6mGMw here]. | ||
== Bone Naming Convention == <!--T:3--> | == Bone Naming Convention == <!--T:3--> | ||
The name of the bone needs to contain one of the listed keywords. They're case-insensitive and may be decorated with numbers (e.g. "spine01"), surrounded by special characters (e.g. "rig_spine"), side indicators (e.g. "left_hand", "LeftHand" or "hand_L") or even other words (e.g. "surgeonLUpperarm1"). | The name of the bone needs to contain one of the listed keywords. They're case-insensitive and may be decorated with numbers (e.g. "spine01"), surrounded by special characters (e.g. "rig_spine"), side indicators (e.g. "left_hand", "LeftHand" or "hand_L") or even other words (e.g. "surgeonLUpperarm1"). | ||
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<!--T:6--> | <!--T:6--> | ||
+ | * Thumb: thumb | ||
+ | * Index: index | ||
+ | * Middle: middle | ||
+ | * Ring: ring | ||
+ | * Pinky: pinky, little | ||
+ | |||
+ | |||
+ | <!--T:7--> | ||
* '''Upper Leg''': leg, upleg, thigh, upperleg, hip | * '''Upper Leg''': leg, upleg, thigh, upperleg, hip | ||
* '''Lower Leg''': leg, calf, knee, shin | * '''Lower Leg''': leg, calf, knee, shin |
Revision as of 01:26, 26 April 2020
When importing a rigged 3D model of a humanoid into Neos, it can be automatically setup with inverse kinematics, which also allows use as a full body avatar. There are certain requirements for the rig to be recognized as humanoid/biped and setup this way:
- Model can be in A-pose or T-Pose. Others might work as well
- Orientation (forward facing) should be along the positive Z axis. Flipped Z can be detected as well, but might contain bugs.
- The bones should follow a naming convention specified below. Rigs from Mixamo already follow this convention.
- The bold bones are mandatory - must be present on the rig
- The avatar also needs to have identifiable thumb - fully rigged fingers or at least one bone chain for the thumb and one for the remainder of the hand.
- Each finger must have at least two segments.
- Names are necessary for less than five fingers. For hands with five fingers, geometric detection will be used by default.
A sample Blender rig can be found here.
Bone Naming Convention
The name of the bone needs to contain one of the listed keywords. They're case-insensitive and may be decorated with numbers (e.g. "spine01"), surrounded by special characters (e.g. "rig_spine"), side indicators (e.g. "left_hand", "LeftHand" or "hand_L") or even other words (e.g. "surgeonLUpperarm1").
- Hips/Pelvis: hips, pelvis, root
- Spine: spine, chest
- Chest: spine, chest, ribcage
- Neck: neck
- Head: head
- Shoulder: shoulder, clavicle, collar, collarbone
- Upper Arm: upperarm, arm, bicep
- Lower Arm: forearm, lowerarm, elbow
- Hand: hand, wrist, palm
- Thumb: thumb
- Index: index
- Middle: middle
- Ring: ring
- Pinky: pinky, little
- Upper Leg: leg, upleg, thigh, upperleg, hip
- Lower Leg: leg, calf, knee, shin
- Foot: foot, ankle
- Toes: toe, ball, toebase, toes