Step-by-step workflows
Each page focuses on practical actions and the important settings for a specific tool.
Browse AdvancedSkeleton help topics, search by keyword, and open concise guides for setup, fitting, controls, testing, export, face rigging, and production workflows in Maya.
Use the help documents as a quick reference while building, testing, and exporting AdvancedSkeleton rigs.
Each page focuses on practical actions and the important settings for a specific tool.
Use keywords or category filters to jump directly to the feature or workflow you need.
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Choose all character objects for the body pre-selection.
Body PreChoose the character left eye object for body pre-selection.
Body PreChoose the character right eye object for body pre-selection.
Body PreChoose the main skin object, or all skin objects when the character uses more than one.
AboutDisplay the running AdvancedSkeleton version and switch to previously installed versions.
AboutCheck online for new AdvancedSkeleton versions and update the installed version.
GeneralEasily test deformations at every joint with the AnimationTester.
ExportBake animation from HumanIK to AdvancedSkeleton.
ControlsCreate a new controller that uses a Cluster-deformer and SoftMod deformation area.
Control CurvesAuto-scale control curves by mesh-detection after choosing the Skin object.
Control CurvesChange controller colors to separate left from right or apply colors by control type.
Control CurvesMirror the shape of control curves from left to right or vice versa.
Control CurvesScale all control curves, or only selected controllers, by a given factor.
Control CurvesSwap default controller icons with your own control-curve.
Control MeshesMake selectable mesh sections that act as FK controllers.
Control MeshesAssign color variations to make the areas of each ControlMesh easy to see.
Control MeshesAutomatically detect areas to use as ControlMeshes.
Control MeshesUse IK-control meshes for selecting non-FK control types.
Control OrientationSet the local controller orientation axes used by AdvancedSkeleton controls.
Control OrientationKeep or change a controller curve shape when changing controller orientation.
Control OrientationDetach controls to customize controller orientations, then reattach them while preserving custom orientations.
Control OrientationAutomatically mirror controller orientations from right to left.
Control OrientationOrient opposite-side controllers so simultaneous left and right rotations behave symmetrically.
Control OrientationWorld-match controller orientation while keeping one axis aimed at the child joint.
Control OrientationOrient a controller so it aligns with the world axes.
Blend ShapesKeep BlendShape target objects when converting, with a larger file-size cost.
Blend ShapesKeep on-face joints and controllers when converting a face setup to BlendShapes.
Blend ShapesConvert the FaceSetup from a joint setup to a BlendShape setup.
Corrective ShapesBake heavy deformation results into CorrectiveShapes for faster playback.
Corrective ShapesCreate a corrective blend shape from a pose and enter Corrective Shape Mode.
Corrective ShapesUse curve-based deformations to create CorrectiveShape targets with volume preservation and good bending.
Corrective ShapesEdit, delete, or graph existing CorrectiveShapes.
ExportCreate a HumanIK system that connects to and controls the DeformationSystem.
Blend ShapesCreate new BlendShape targets with a new controller and driver attribute.
Control OrientationReconnect a custom-oriented skeleton after joint orientation adjustments.
Control OrientationCreate a custom-oriented GameSkeleton with joint orientations customized for a game engine.
Control OrientationTransfer skinning from DeformationSystem joints to GameSkeleton joints.
Delta MushUse Delta Mush deformers to filter deformation artifacts and create smoothing effects.
Delta MushHarden the skinWeights first for better results when using Delta Mush.
Skin CageCreate and edit a polygon SkinCage whose weights can be copied to character geometry.
Skin CageAdd extra wrist detail geometry to a biped SkinCage.
Skin CageAdjust the SkinCage groin area after placing groin locators.
Skin CageCopy weights from the pre-weighted SkinCage onto selected objects.
Skin CageCreate a groin-area joint and weight crotch vertices to keep them unaffected by spine rotation.
Skin CageCreate and place groin locators so the SkinCage groin area better matches the model.
Skin CageMove red SkinCurves to DeformationWidth so curve width matches the geometry thickness.
Skin CageDelete SkinCurves after editing while keeping the SkinCage.
Skin CageMirror edited SkinCurves from one side to the other, including SliderJoints when used.
Skin CageCreate SliderJoints from SkinCurve positions for sliding or volume-preservation motion.
Skin LoopsBind all selected objects using the information from the SkinLoops.
Skin LoopsCopy weights from skin to clothing.
Skin LoopsCreate a new SkinLoop for models with topology optimized for deformation.
Skin LoopsCut up the geometry based on the SkinLoops.
Skin LoopsSelect all SkinLoops to get an overview of the SkinLoops created so far.
DeformationUse the basic skinning option to deform your character.
Sub WrapDetach and re-attach the SubWrap driving cage when adjusting cage shape in AdvancedSkeleton.
Sub WrapUnderstand why SubWrap uses a subdivided SkinCage as the wrap driver for smoother deformation.
Sub WrapExclude selected vertices from SubWrap so areas such as the head can be deformed by SkinCluster instead.
Sub WrapApply the SubWrap wrap deformer to selected meshes, using the SubWrap cage as the driving object.
GeneralDelete the MotionSystem while keeping the basic skeleton DeformationSystem.
GeneralRemove animation curves that are not needed because their values do not change over time.
Delta MushSmooth every blendshape target using a DeltaMush deformer.
GeneralDelete unused end-joints that do not have a deformation function in the rig.
DemoCheck online for newly available Demo rigs or new versions of Demo rigs.
Driving SystemsDriving Systems provide a quick way to have any attribute drive any number of controllers.
Driving SystemsEdit, delete, or graph existing Driving Systems.
Blend ShapesCreate a BlendShape target by posing controls so only one shape is triggered.
Blend ShapesGenerate objects for all BlendShape targets.
Face ControlsA standard set of Face Emotions.
ExportCreate a Python script for building an Unreal ControlRig from the current AdvancedSkeleton rig.
ExportSelect the DeformationSystem and Geometry nodes and run Maya FBX export.
ExportExport to Unreal Mannequin skeletons and choose the matching skeleton when importing to Unreal.
ExportExport Wonder Studio converts an AdvancedSkeleton rig to work with Wonder Studio.
ExportExport the scene to a compressed ZIP file and include referenced models.
ControlsAdd curves to Extra nodes so they can be picked as controllers.
EyesSelect iris edge loop.
EyesSelect pupil edge loop.
EyesAdds a controller that controls the EyeBall including the EyeLid area.
EyesAdds a controller for the Skin-Area Inside the Eye: Useful in special cases for extreme Cartoon style face animation.
ExportFBXRig auto-rigs an imported FBX model that already includes a bind skeleton.
GeneralDetach face controllers so they can be rotated to a new orientation, then attached again.
GeneralBake complex face deformation layers down for easier game-engine export.
Fit SkeletonFit attributes provide advanced setup options for twist, bendy, orientation, mirroring, skinning, IK, attachment, and control behavior.
Fit SkeletonScan the model to auto-place fit joints as a fast starting point, then manually adjust the result for accurate rig placement.
Fit SkeletonCreate custom fit joints for extra limbs such as tentacles, then resample the chain when you need a different joint count.
Fit SkeletonDisplay Geometry shows cylinders, boxes, or bones to help place joints and scale controllers.
Fit SkeletonDisplay Joint-Axis shows joint-axis icons and joint orientation in the FitSkeleton.
Fit SkeletonDisplay Joint-Orient shows joint-orient values in the Channel Box for easy editing.
Fit SkeletonDisplay Pole-Vector visualizes IK orientation and pole-vector controller direction.
Fit SkeletonExport extracts the current FitSkeleton and saves it into the FitSkeleton directories.
Fit SkeletonLabels define IK setup for arms, spine, legs, foot roll, foot rock, and custom chains.
Fit SkeletonAdd foot, hand, tail, or other limb modules to the existing fit skeleton, either replacing a limb or merging an additional one.
Fit SkeletonFit Mode automatically updates joint orientation, IK planes, and display geometry while placing the FitSkeleton.
Fit SkeletonNon Symmetry Joints creates left-side non-symmetrical FitJoints for asymmetrical characters.
Fit SkeletonLock middle fit joints such as spine and head so center-line joints stay centered and do not accidentally build left/right pairs.
Fit SkeletonChoose a fit-skeleton template such as bird, biped, or quadruped, and work at a Maya scene scale that stays efficient.
Fit SkeletonStraight Limb straightens arms and legs by correcting elbow and knee direction after AutoPlace.
Fit SkeletonUpdate Now scans the FitSkeleton and updates all joint orientations when Fit Mode is off.
Game EngineMany game-engines have functions for “Root Motion” that allows for dynamics to work better with animations where the character is moving:
Game EngineBy default, when an object changes scale, all the children of the object, will inherit the scaling.
GeometryBy default PolyBoxes are attached to the bones by constraints. This function creates a single object, attached to the bones by skinning.
GeometryConnect the Retopo body with the Retopo head:
GeometryCreate Face Retopo, from one of the templates: defaultHead, loHead 773 faces, 176 faces.
GeometryAfter setting the right size with the “size” attribute, run this, to skinBind the eyes to the eye-joints.
GeometryWith this, you can add eye-geometry, from one of the templates.
GeometryAfter moving the locators,to make the curves match your model, then run this step, to make the Retopo mesh match:
GeometryPrepares for Face-Setup: Automatically completes the Face-Fitting: Ready for"Build AdvancedFace".
GeometryAfter placing the Locator, run this, to skinBind the teeth to the head-joint.
GeometryWith this, you can add"inside-mouth"geometry, from one of the templates_ This includes teeth, tongue, gums & mouth-cavity Use the Locator to move,…
GeometryCreates a wooden puppet style Mannequin:
GeometryCreates Muscular System geometry:
GeometryCreates cut-up pieces ofyour character, non-deforming, and therefore faster geometry: to use asa.
GeometryCreate PolyBoxes, then adjust the vertices of the boxes tofit your character.
GeometryIf you make adjustments to the PolyBoxes, then this can be used to mirror any changes.
GeometryLike Boolean this creates cut-up pieces of your character, but using an alternative method. (shrinkwrap)
GeometryBind the Retopo mesh, by transfer of skinWeights from SkinCage SkinCage Retopo.
GeometryCreates re-topologized mesh from skinCage:
GeometryMirror any changes made to the Retopo mesh.
GeometryBakes geometry details from the hi-res mesh to a texture map, and applies it as a Normal-map to the Retopo mesh: before after.
GeometrySnaps the vertecies on the Retopo mesh, to align with the hi-res mesh:
GeometryCreates anatomical skeleton geometry:
GeometryIf you make adjustments to the skeleton geometry, then this can be used to mirror any changes:
GeometryCreate Fast PlayBack non-deforming Geometry: Cuts-up the model,based on SkinWeights.
GeneralAdd groups for each deformation joint to reduce FK-IK flipping or mixing.
GeneralFor use with Unreal Machine-Learning-Deformers in Maya.
GeneralMirrored Translate makes left and right controllers mirror translation as well as rotation.
Motion CaptureSets all the advancedSkeleton FKIK blend controls to FK.
Motion CaptureConstrain each BVH-joint to matching MoCap-joint: Or try ` auto-connect".
Motion CaptureCreates a separate motion capture skeleton, that drives the advancedSkeleton.
Motion CaptureReads BVH motion capture file, and creates a BVH-Skeleton.
GeneralCreate multiple joints for a gradual bend and volume preservation when binding limbs.
GeneralQuickly create an AdvancedSkeleton rig for imported characters.
GeneralNo documentation here yet.
GeneralTransform Offset Parent Matrix gives constraint-like effects with fewer nodes and faster performance.
GeneralCreate a quick basic AdvancedSkeleton rig for simple prop objects.
GeneralCreate extra joints that rotate 50% of the original joints for volume preservation.
Face ControlsPhonemes are mouth shapes used to match voice dialog,to create lip-sync.
AnimationThis tool is for creating 'Poser Tools'_ When you first open this, it will be blank Along the toolbar of the window are the following controls:
PreparationCheck the model for symmetry and unwanted transform values before starting the AdvancedSkeleton rigging workflow.
PreparationClean polygon model files before rigging by removing construction history, unused nodes, blind data, and other unnecessary scene data.
PreparationStart the AdvancedSkeleton rig in a new blank Maya scene, separate from the model file.
PreparationReference the model into the rig file so model changes and rigging work stay separated during AdvancedSkeleton setup.
PreparationUnderstand Maya Y-up and Unreal Z-up axis differences when preparing AdvancedSkeleton rigs for export.
GeneralExport a non-referenced version of the rig file to avoid nested referencing in animation scenes.
GeneralRebuild bind-pose nodes used to store skin-binding information.
ExportRename to Unreal renames deformation joints and adjusts hierarchy for Unreal convention.
ExportRestore returns Unreal-style joint names and hierarchy to AdvancedSkeleton convention.
GeneralScrub the time-slider to check the animation.
AnimationTool for making custom “selector” windows.
GeneralSwitch display to the various face Deformation Layers for painting skin weights.
GeneralCreate only the inner eyelid controllers instead of both inner and outer eyelid controllers.
ControlsCreate a new controller, that controls a new joint. First use a SoftMod, to define the deformation-area:
ControlsTo add additional object to be influenced by SoftMod Controllers,, select the controller + the object to be added, and click on"add influenced object".
ControlsSoftMod controllers have a extra base-control, allowing for the deformer to "Slide under the skin".
ControlsSquash controllers can create cartoony Squash n Stretch effects:
Face Step BuilderStep Build: Eyebrow Curves help page for AdvancedSkeleton.
Face Step BuilderStep Build: Eyebrow Object help page for AdvancedSkeleton.
Face Step BuilderStep Build: Eyelid help page for AdvancedSkeleton.
Face Step BuilderStep Build: Jaw Area help page for AdvancedSkeleton.
Face Step BuilderStep Build: Jaw Curves help page for AdvancedSkeleton.
Face Step BuilderStep Build: Jaw Object help page for AdvancedSkeleton.
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ControlsSub controller can be shown with these attributes:
ControlsAfter adjusting weights with the SoftMod, this will convert the Controller back to a cluster:
ControlsConverts Control to a SoftMod, weights using can be assigned so that the interactive falloff weighting:
ControlsWith this you can use the SoftMod tool, nice interactive falloff function:
ControlsDetects of selected Control is driving a Joint or a Cluster and runs corresponding weight mirror function.
ControlsDetects of selected Control is driving Joint or a Cluster and opens the corresponding weight painting tool:
ExportUnreal Root & IK Joints creates extra Unreal root and IK joints for FBX export.
ExportUnreal Mannequin creates a separate skeleton with Unreal Mannequin names and orientation.
ExportMannequin Transfer transfers skinning from DeformationSystem joints to Unreal Mannequin skeleton joints.
ExportUnreal TwistJoints Hierarchy changes twist joints from inline parenting to Unreal's parallel hierarchy.
AboutWhen the model is referenced-in to the rig file, any model changes are automatically updated in the rig:
AnimationVisual reference for Walk Designer.
FaceCyclops supports face setup for single centered-eye creatures.
FaceLong Snout supports creature face rigs with long snouts or jaws.
FaceMultiple SkinClusters layers face deformations with multiple skin clusters in Maya 2024 or higher.
Face PreCreate ARKit BlendShapes adds ARKit-compatible blendshape targets and supports connecting ARKit in the Selector tool.
Face PreAdvanced creates FaceSetup for characters without an AdvancedSkeleton body rig.
Face PreAll Head selects all objects affected by the FaceSetup.
Face PreExtras selects additional facial objects such as mustaches and beards.
Face PreEyebrow selects eyebrow objects for the FaceSetup.
Face PreEyelash selects eyelash objects for the FaceSetup.
Face PreFace selects the main face object for the FaceSetup.
Face PreGame Engine mode disables face rig sections that use deformers which cannot be exported to game engines.
Face PreInclude controls whether the FaceRig is complete or skips controllers above and/or below the eyes.
Face PreLeft Eye selects the character's left eye for the FaceSetup.
Face PreSets the number of Lip-Controllers to be created. By default, 12 controllers are created; the number can be increased for extra wide mouth characters.
Face PreLower Teeth selects lower teeth or their poly-faces when teeth are part of the face mesh.
Face PreMask selects the poly-faces deformed by the FaceSetup.
Face PreNon-symmetry enables fitting both left and right sides for asymmetrical characters.
Face PreOffset Face creates a separate FaceSetup file by detecting true center from three center-edge-loop vertices.
Face PreRig Type chooses between Joints, BlendShapes, or Mixed FaceRig builds.
Face PreRight Eye selects the character's right eye for the FaceSetup.
Face PreCreate SnapChat BlendShapes adds Lens Studio-compatible blendshape targets.
Face PreTongue selects the tongue or its poly-faces when it is part of the face mesh.
Face PreUpper Teeth selects upper teeth or their poly-faces when teeth are part of the face mesh.
Face PreCreate WonderStudio BlendShapes adds Wonder Studio-compatible blendshape targets.
FaceCreate RobloxHead adds Roblox Dynamic Head blendshape targets and supports export to Roblox Studio.
Face FitScrub the timeline, check the face-fit locator animation, and tweak it if needed.
Face FitCreate eyebrow animation that drives the nCloth simulation for face fitting.
Face FitFace Fit: Cheek: Cheek placement point shown in side, perspective, and front views.
Face FitFace Fit: Cheek Bone: Cheek-bone placement point shown in side, perspective, and front views.
Face FitFace Fit: Cheek Raiser: Cheek-raiser placement point shown near the under-eye cheek area.
Face FitFace Fit: Chin Crease: Chin-crease placement point shown below the lower lip.
Face FitFace Fit: Eye Ball: Eyeball placement shown centered on the eye.
Face FitFace Fit: Eyebrow Center: Eyebrow-center placement point shown at the center of the brow.
Face FitFace Fit: Eyebrow Inner: Inner eyebrow placement point shown near the nose bridge end of the brow.
Face FitFace Fit: Eyebrow Mid1: Eyebrow Mid1 placement point shown along the inner-middle brow.
Face FitFace Fit: Eyebrow Mid2: Eyebrow Mid2 placement point shown along the middle brow.
Face FitFace Fit: Eyebrow Mid3: Eyebrow Mid3 placement point shown along the outer-middle brow.
Face FitFace Fit: Eyebrow Outer: Outer eyebrow placement point shown at the outside end of the brow.
Face FitFace Fit: Eyelid Droopy: Droopy eyelid area shown around the upper and lower eyelid region.
Face FitUse the assist function to peel open the skin and select the inner eyelid edge loop.
Face FitFace Fit: Eyelid Main: Main eyelid edge loop shown around the eyelid opening.
Face FitUse EyeLidMain2 to define a secondary edge loop for full eyelid weighting on dense models.
Face FitSelect the eyelid outer edge loop and optional split vertex for the upper and lower eyelids.
Face FitSelect three forehead vertices to define the eyebrow-affected area.
Face FitFace Fit: Frown Bulge: Frown-bulge placement point shown near the lower cheek and mouth corner.
Face FitFace Fit: Iris: Iris ring placement shown on the eyeball.
Face FitFace Fit: Jaw: Jaw placement point shown at the lower jaw.
Face FitFace Fit: Jaw Corner: Jaw-corner placement point shown near the corner of the jaw.
Face FitTweak jaw curves: green defines the jaw bone, red defines 50% deformation, and blue defines deformation start/end.
Face FitFace Fit: Jaw Line: Jaw-line placement point shown along the jaw line.
Face FitFace Fit: Jaw Pivot: Jaw-pivot placement point shown near the ear-side hinge area.
Face FitFace Fit: Line: Face-line placement curve shown beside the mouth and cheek.
Face FitUse the assist function to peel open the skin and select the inner lip edge loop.
Face FitFace Fit: Lip Main: Main lip edge loop shown around the mouth opening.
Face FitFace Fit: Lip Outer: Outer lip edge loop shown around the lips.
Face FitFace Fit: Nose: Nose placement point shown at the nose tip.
Face FitFace Fit: Nose Bridge: Nose-bridge placement point shown on the upper bridge of the nose.
Face FitFace Fit: Nose Corner: Nose-corner placement point shown beside the nostril area.
Face FitFace Fit: Nose Side: Nose-side placement point shown on the side of the nose.
Face FitFace Fit: Nose Under: Under-nose placement point shown below the nose.
Face FitFace Fit: Nostril: Nostril placement point shown inside the nostril area.
Face FitFace Fit: Pupil: Pupil ring placement shown on the eyeball.
Face FitFace Fit: Skeleton Node: Face skeleton-node placement shown with upper and lower limits in side view.
Face FitFace Fit: Smile Bulge: Smile-bulge placement point shown near the cheek and mouth corner.
Face FitSmileLine creates the smile crease near the mouth corner, but adds controllers and setup complexity.
Face FitFace Fit: Throat: Throat placement point shown on the side of the neck.
Face FitFace Fit: Tongue: Tongue placement shown inside the open mouth.
Face FitUpMidLo controllers bend the entire face for cartoony animation and face-personality variation.