Difference between revisions of "Humanoid Rig Requirements for IK"

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Line 22: Line 22:
  
  
* '''Upper Leg''': leg, upleg, thigh, upperleg
+
* '''Upper Leg''': leg, upleg, thigh, upperleg, hip
 
* '''Lower Leg''': leg, calf, knee
 
* '''Lower Leg''': leg, calf, knee
 
* '''Foot''': foot, ankle
 
* '''Foot''': foot, ankle
 
* Toes: toe, ball, toebase, toes
 
* Toes: toe, ball, toebase, toes

Revision as of 15:11, 7 August 2018

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

Bone Naming Convention

The name of the bone needs to contain one of the listed keywords. They're case-sensitive 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, collarbone
  • Upper Arm: upperarm, arm
  • Lower Arm: forearm, lowerarm, elbow
  • Hand: hand, wrist, palm


  • Upper Leg: leg, upleg, thigh, upperleg, hip
  • Lower Leg: leg, calf, knee
  • Foot: foot, ankle
  • Toes: toe, ball, toebase, toes