242 AdvancedSkeleton help documents

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Browse AdvancedSkeleton help topics, search by keyword, and open concise guides for setup, fitting, controls, testing, export, face rigging, and production workflows in Maya.

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Body Pre

Body Pre: All

Choose all character objects for the body pre-selection.

BodyPreAll.html
Body Pre

Body Pre: Left Eye

Choose the character left eye object for body pre-selection.

BodyPreLeftEye.html
Body Pre

Body Pre: Right Eye

Choose the character right eye object for body pre-selection.

BodyPreRightEye.html
Body Pre

Body Pre: Skin

Choose the main skin object, or all skin objects when the character uses more than one.

BodyPreSkin.html
About

About Current Version

Display the running AdvancedSkeleton version and switch to previously installed versions.

asAboutCurrentVersion.html
About

Check for Updates

Check online for new AdvancedSkeleton versions and update the installed version.

asAboutUpdate.html
General

Animation Tester

Easily test deformations at every joint with the AnimationTester.

asAnimationTester.html
Export

Bake HumanIK

Bake animation from HumanIK to AdvancedSkeleton.

asBakeHuamIK.html
Controls

Cluster Control

Create a new controller that uses a Cluster-deformer and SoftMod deformation area.

asClusterControlCreate.html
Control Curves

Auto Scale

Auto-scale control curves by mesh-detection after choosing the Skin object.

asControlCurvesAutoScale.html
Control Curves

Color

Change controller colors to separate left from right or apply colors by control type.

asControlCurvesColor.html
Control Curves

Mirror

Mirror the shape of control curves from left to right or vice versa.

asControlCurvesMirror.html
Control Curves

Scale

Scale all control curves, or only selected controllers, by a given factor.

asControlCurvesScale.html
Control Curves

Swap

Swap default controller icons with your own control-curve.

asControlCurvesSwap.html
Control Meshes

Control Mesh

Make selectable mesh sections that act as FK controllers.

asControlMeshCreate.html
Control Meshes

Colorize ControlMeshes

Assign color variations to make the areas of each ControlMesh easy to see.

asControlMeshesColorize.html
Control Meshes

Create ControlMeshes

Automatically detect areas to use as ControlMeshes.

asControlMeshesCreate.html
Control Meshes

IK Control Meshes

Use IK-control meshes for selecting non-FK control types.

asControlMeshesCreateIK.html
Control Orientation

Control Orient Axis

Set the local controller orientation axes used by AdvancedSkeleton controls.

asControlOrientAxis.html
Control Orientation

Control Orient Curve Unaffected

Keep or change a controller curve shape when changing controller orientation.

asControlOrientCurveUnafeccted.html
Control Orientation

Control Orient Custom

Detach controls to customize controller orientations, then reattach them while preserving custom orientations.

asControlOrientCustom.html
Control Orientation

Control Orient Mirror

Automatically mirror controller orientations from right to left.

asControlOrientMirror.html
Control Orientation

Control Orient Mirrored Behavior

Orient opposite-side controllers so simultaneous left and right rotations behave symmetrically.

asControlOrientMirroredBehaviour.html
Control Orientation

Control Orient World Match

World-match controller orientation while keeping one axis aimed at the child joint.

asControlOrientWorldMatch.html
Control Orientation

Control Orient World Orient

Orient a controller so it aligns with the world axes.

asControlOrientWorldOrient.html
Blend Shapes

Convert Keep BS Targets

Keep BlendShape target objects when converting, with a larger file-size cost.

asConvertKeepBSTargets.html
Blend Shapes

Convert Keep Joints

Keep on-face joints and controllers when converting a face setup to BlendShapes.

asConvertKeepJoints.html
Blend Shapes

Convert To Blend Shapes

Convert the FaceSetup from a joint setup to a BlendShape setup.

asConvertToBlendShapes.html
Corrective Shapes

Corrective Shapes Bake

Bake heavy deformation results into CorrectiveShapes for faster playback.

asCorrectiveShapesBake.html
Corrective Shapes

Corrective Shapes Create

Create a corrective blend shape from a pose and enter Corrective Shape Mode.

asCorrectiveShapesCreate.html
Corrective Shapes

Corrective Shapes Curve Based

Use curve-based deformations to create CorrectiveShape targets with volume preservation and good bending.

asCorrectiveShapesCurveBased.html
Corrective Shapes

Corrective Shapes Edit

Edit, delete, or graph existing CorrectiveShapes.

asCorrectiveShapesEdit.html
Export

Create HumanIK

Create a HumanIK system that connects to and controls the DeformationSystem.

asCreateHuamIK.html
Blend Shapes

Create New Blend Shape

Create new BlendShape targets with a new controller and driver attribute.

asCreateNewBlendShape.html
Control Orientation

Custom Orient Connect

Reconnect a custom-oriented skeleton after joint orientation adjustments.

asCustomOrientConnect.html
Control Orientation

Custom Orient Create Joints

Create a custom-oriented GameSkeleton with joint orientations customized for a game engine.

asCustomOrientCreateJoints.html
Control Orientation

Custom Orient Transfer Skin

Transfer skinning from DeformationSystem joints to GameSkeleton joints.

asCustomOrientTransferSkin.html
Delta Mush

Delta Mush

Use Delta Mush deformers to filter deformation artifacts and create smoothing effects.

asDeformDeltaMushApply.html
Delta Mush

Harden Weights

Harden the skinWeights first for better results when using Delta Mush.

asDeformDeltaMushHarden.html
Skin Cage

Deform Skin Cage

Create and edit a polygon SkinCage whose weights can be copied to character geometry.

asDeformSkinCage.html
Skin Cage

Deform Skin Cage Add Wrist Details

Add extra wrist detail geometry to a biped SkinCage.

asDeformSkinCageAddWristDetails.html
Skin Cage

Deform Skin Cage Adjust Groin Area

Adjust the SkinCage groin area after placing groin locators.

asDeformSkinCageAdjustGroinArea.html
Skin Cage

Deform Skin Cage Copy Weights

Copy weights from the pre-weighted SkinCage onto selected objects.

asDeformSkinCageCopyWeights.html
Skin Cage

Deform Skin Cage Create Groin Joint

Create a groin-area joint and weight crotch vertices to keep them unaffected by spine rotation.

asDeformSkinCageCreateGroinJoint.html
Skin Cage

Deform Skin Cage Create Groin Locators

Create and place groin locators so the SkinCage groin area better matches the model.

asDeformSkinCageCreateGroinLocators.html
Skin Cage

Deform Skin Cage Deformation Width

Move red SkinCurves to DeformationWidth so curve width matches the geometry thickness.

asDeformSkinCageDWidth.html
Skin Cage

Deform Skin Cage Delete Curves

Delete SkinCurves after editing while keeping the SkinCage.

asDeformSkinCageDeleteCurves.html
Skin Cage

Deform Skin Cage Mirror

Mirror edited SkinCurves from one side to the other, including SliderJoints when used.

asDeformSkinCageMirror.html
Skin Cage

Deform Skin Cage Sliders

Create SliderJoints from SkinCurve positions for sliding or volume-preservation motion.

asDeformSkinCageSliders.html
Skin Loops

Bind

Bind all selected objects using the information from the SkinLoops.

asDeformSkinLoopsBind.html
Skin Loops

Copy

Copy weights from skin to clothing.

asDeformSkinLoopsCopy.html
Skin Loops

Create New SkinLoop

Create a new SkinLoop for models with topology optimized for deformation.

asDeformSkinLoopsCreate.html
Skin Loops

Bind CutUp

Cut up the geometry based on the SkinLoops.

asDeformSkinLoopsCutUp.html
Skin Loops

Select All SkinLoops

Select all SkinLoops to get an overview of the SkinLoops created so far.

asDeformSkinLoopsSelectAll.html
Deformation

Deform Skinning

Use the basic skinning option to deform your character.

asDeformSkinning.html
Sub Wrap

Detach / Attach

Detach and re-attach the SubWrap driving cage when adjusting cage shape in AdvancedSkeleton.

asDeformSubWrapAttach.html
Sub Wrap

SubWrap Cage

Understand why SubWrap uses a subdivided SkinCage as the wrap driver for smoother deformation.

asDeformSubWrapCage.html
Sub Wrap

Exclude Selected Vertices

Exclude selected vertices from SubWrap so areas such as the head can be deformed by SkinCluster instead.

asDeformSubWrapExlude.html
Sub Wrap

Wrap Selected Mesh

Apply the SubWrap wrap deformer to selected meshes, using the SubWrap cage as the driving object.

asDeformSubWrapWrap.html
General

Delete MotionSystem

Delete the MotionSystem while keeping the basic skeleton DeformationSystem.

asDeleteMotionSystem.html
General

Delete Static Channels

Remove animation curves that are not needed because their values do not change over time.

asDeleteStaticChannels.html
Delta Mush

DeltaMush All Targets

Smooth every blendshape target using a DeltaMush deformer.

asDeltaMushAll.html
General

Delete Unused Endjoints

Delete unused end-joints that do not have a deformation function in the rig.

asDelteEndJoints.html
Demo

Online Demo Files

Check online for newly available Demo rigs or new versions of Demo rigs.

asDemoCheckOnline.html
Driving Systems

Create Driving System

Driving Systems provide a quick way to have any attribute drive any number of controllers.

asDrivingSystemsCreate.html
Driving Systems

Edit Driving System

Edit, delete, or graph existing Driving Systems.

asDrivingSystemsEdit.html
Blend Shapes

Edit Blend Shapes Create

Create a BlendShape target by posing controls so only one shape is triggered.

asEditBlendShapesCreate.html
Blend Shapes

Edit Blend Shapes Extract All

Generate objects for all BlendShape targets.

asEditBlendShapesExtractAll.html
Face Controls

Emotions

A standard set of Face Emotions.

asEmotions.html
Export

Export Control Rig

Create a Python script for building an Unreal ControlRig from the current AdvancedSkeleton rig.

asExportControlRig.html
Export

Export FBX

Select the DeformationSystem and Geometry nodes and run Maya FBX export.

asExportFBX.html
Export

Export Mannequin

Export to Unreal Mannequin skeletons and choose the matching skeleton when importing to Unreal.

asExportMannequin.html
Export

Export Wonder Studio

Export Wonder Studio converts an AdvancedSkeleton rig to work with Wonder Studio.

asExportWonderStudio.html
Export

Export Zip

Export the scene to a compressed ZIP file and include referenced models.

asExportZip.html
Controls

Extra Controllers

Add curves to Extra nodes so they can be picked as controllers.

asExtraControllers.html
Eyes

Eye Balls Iris

Select iris edge loop.

asEyeBallsIris.html
Eyes

Eye Balls Pupil

Select pupil edge loop.

asEyeBallsPupil.html
Eyes

Eye Base

Adds a controller that controls the EyeBall including the EyeLid area.

asEyeBase.html
Eyes

Eye Socket

Adds a controller for the Skin-Area Inside the Eye: Useful in special cases for extreme Cartoon style face animation.

asEyeSocket.html
Export

FBXRig

FBXRig auto-rigs an imported FBX model that already includes a bind skeleton.

asFBXRig.html
General

Detach Controllers

Detach face controllers so they can be rotated to a new orientation, then attached again.

asFaceDetachControllers.html
General

Simplified FaceSetup

Bake complex face deformation layers down for easier game-engine export.

asFaceSetupSimplified.html
Fit Skeleton

Fit Attributes

Fit attributes provide advanced setup options for twist, bendy, orientation, mirroring, skinning, IK, attachment, and control behavior.

asFitAttributes.html
Fit Skeleton

Fit Auto Place

Scan the model to auto-place fit joints as a fast starting point, then manually adjust the result for accurate rig placement.

asFitAutoPlace.html
Fit Skeleton

Fit Create

Create custom fit joints for extra limbs such as tentacles, then resample the chain when you need a different joint count.

asFitCreate.html
Fit Skeleton

Fit Display Geometry

Display Geometry shows cylinders, boxes, or bones to help place joints and scale controllers.

asFitDisplayGeometry.html
Fit Skeleton

Fit Display Joint Axis

Display Joint-Axis shows joint-axis icons and joint orientation in the FitSkeleton.

asFitDisplayJointAxis.html
Fit Skeleton

Fit Display Joint Orient

Display Joint-Orient shows joint-orient values in the Channel Box for easy editing.

asFitDisplayJointOrient.html
Fit Skeleton

Fit Display Pole Vector

Display Pole-Vector visualizes IK orientation and pole-vector controller direction.

asFitDisplayPoleVector.html
Fit Skeleton

Fit Export

Export extracts the current FitSkeleton and saves it into the FitSkeleton directories.

asFitExport.html
Fit Skeleton

Fit Labels

Labels define IK setup for arms, spine, legs, foot roll, foot rock, and custom chains.

asFitLabels.html
Fit Skeleton

Fit Limbs

Add foot, hand, tail, or other limb modules to the existing fit skeleton, either replacing a limb or merging an additional one.

asFitLimbs.html
Fit Skeleton

Fit Mode

Fit Mode automatically updates joint orientation, IK planes, and display geometry while placing the FitSkeleton.

asFitMode.html
Fit Skeleton

Fit Non-Symmetry Joints

Non Symmetry Joints creates left-side non-symmetrical FitJoints for asymmetrical characters.

asFitNonSymmetryJoints.html
Fit Skeleton

Fit Placement

Lock middle fit joints such as spine and head so center-line joints stay centered and do not accidentally build left/right pairs.

asFitPlacement.html
Fit Skeleton

Fit Skeletons

Choose a fit-skeleton template such as bird, biped, or quadruped, and work at a Maya scene scale that stays efficient.

asFitSkeletons.html
Fit Skeleton

Fit Straight Limb

Straight Limb straightens arms and legs by correcting elbow and knee direction after AutoPlace.

asFitStraightLimb.html
Fit Skeleton

Fit Update Now

Update Now scans the FitSkeleton and updates all joint orientations when Fit Mode is off.

asFitUpdateNow.html
Game Engine

Game Engine Root Motion

Many game-engines have functions for “Root Motion” that allows for dynamics to work better with animations where the character is moving:

asGameEngineRootMotion.html
Game Engine

Game Engine Scale Behaviour

By default, when an object changes scale, all the children of the object, will inherit the scaling.

asGameEngineScaleBehaviour.html
Geometry

Geometry Box Skin Create

By default PolyBoxes are attached to the bones by constraints. This function creates a single object, attached to the bones by skinning.

asGeometryBoxSkinCreate.html
Geometry

Geometry Face Retopo Connect

Connect the Retopo body with the Retopo head:

asGeometryFaceRetopoConnect.html
Geometry

Geometry Face Retopo Create

Create Face Retopo, from one of the templates: defaultHead, loHead 773 faces, 176 faces.

asGeometryFaceRetopoCreate.html
Geometry

Geometry Face Retopo Eyes Bind

After setting the right size with the “size” attribute, run this, to skinBind the eyes to the eye-joints.

asGeometryFaceRetopoEyesBind.html
Geometry

Geometry Face Retopo Eyes Create

With this, you can add eye-geometry, from one of the templates.

asGeometryFaceRetopoEyesCreate.html
Geometry

Geometry Face Retopo Match

After moving the locators,to make the curves match your model, then run this step, to make the Retopo mesh match:

asGeometryFaceRetopoMatch.html
Geometry

Geometry Face Retopo Prep

Prepares for Face-Setup: Automatically completes the Face-Fitting: Ready for"Build AdvancedFace".

asGeometryFaceRetopoPrep.html
Geometry

Geometry Face Retopo Teeth Bind

After placing the Locator, run this, to skinBind the teeth to the head-joint.

asGeometryFaceRetopoTeethBind.html
Geometry

Geometry Face Retopo Teeth Create

With this, you can add"inside-mouth"geometry, from one of the templates_ This includes teeth, tongue, gums & mouth-cavity Use the Locator to move,…

asGeometryFaceRetopoTeethCreate.html
Geometry

Geometry Mannequin Create

Creates a wooden puppet style Mannequin:

asGeometryMannequinCreate.html
Geometry

Geometry Muscular Create

Creates Muscular System geometry:

asGeometryMuscularCreate.html
Geometry

Geometry Poly Boxes Boolean

Creates cut-up pieces ofyour character, non-deforming, and therefore faster geometry: to use asa.

asGeometryPolyBoxesBoolean.html
Geometry

Geometry Poly Boxes Create

Create PolyBoxes, then adjust the vertices of the boxes tofit your character.

asGeometryPolyBoxesCreate.html
Geometry

Geometry Poly Boxes Mirror

If you make adjustments to the PolyBoxes, then this can be used to mirror any changes.

asGeometryPolyBoxesMirror.html
Geometry

Geometry Poly Boxes Warp

Like Boolean this creates cut-up pieces of your character, but using an alternative method. (shrinkwrap)

asGeometryPolyBoxesWarp.html
Geometry

Geometry Retopo Bind

Bind the Retopo mesh, by transfer of skinWeights from SkinCage SkinCage Retopo.

asGeometryRetopoBind.html
Geometry

Geometry Retopo Create

Creates re-topologized mesh from skinCage:

asGeometryRetopoCreate.html
Geometry

Geometry Retopo Mirror

Mirror any changes made to the Retopo mesh.

asGeometryRetopoMirror.html
Geometry

Geometry Retopo Normal Map

Bakes geometry details from the hi-res mesh to a texture map, and applies it as a Normal-map to the Retopo mesh: before after.

asGeometryRetopoNormalMap.html
Geometry

Geometry Retopo Update

Snaps the vertecies on the Retopo mesh, to align with the hi-res mesh:

asGeometryRetopoUpdate.html
Geometry

Geometry Skeleton Create

Creates anatomical skeleton geometry:

asGeometrySkeletonCreate.html
Geometry

Geometry Skeleton Mirror

If you make adjustments to the skeleton geometry, then this can be used to mirror any changes:

asGeometrySkeletonMirror.html
Geometry

Geometry Skin Cut Up

Create Fast PlayBack non-deforming Geometry: Cuts-up the model,based on SkinWeights.

asGeometrySkinCutUp.html
General

Joint Groups

Add groups for each deformation joint to reduce FK-IK flipping or mixing.

asJointGroups.html
General

MLTools

For use with Unreal Machine-Learning-Deformers in Maya.

asMLTools.html
General

Mirrored Translate

Mirrored Translate makes left and right controllers mirror translation as well as rotation.

asMirTrans.html
Motion Capture

Motion Capture All FK

Sets all the advancedSkeleton FKIK blend controls to FK.

asMotionCaptureAllFK.html
Motion Capture

Motion Capture Connect

Constrain each BVH-joint to matching MoCap-joint: Or try ` auto-connect".

asMotionCaptureConnect.html
Motion Capture

Motion Capture Create

Creates a separate motion capture skeleton, that drives the advancedSkeleton.

asMotionCaptureCreate.html
Motion Capture

Motion Capture Read BVH

Reads BVH motion capture file, and creates a BVH-Skeleton.

asMotionCaptureReadBvh.html
General

Multi Partial Joints

Create multiple joints for a gradual bend and volume preservation when binding limbs.

asMultiPartialJoints.html
General

Name Matcher

Quickly create an AdvancedSkeleton rig for imported characters.

asNameMatcher.html
General

Not Yet

No documentation here yet.

asNotYet.html
General

Offset Parent Matrix

Transform Offset Parent Matrix gives constraint-like effects with fewer nodes and faster performance.

asOffsetParentMatrix.html
General

One Joint Prop

Create a quick basic AdvancedSkeleton rig for simple prop objects.

asOneJointProp.html
General

Partial Joints

Create extra joints that rotate 50% of the original joints for volume preservation.

asPartialJoints.html
Face Controls

Phonemes

Phonemes are mouth shapes used to match voice dialog,to create lip-sync.

asPhonemes.html
Animation

Poser Designer

This 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:

asPoserDesigner.html
Preparation

Model Checker

Check the model for symmetry and unwanted transform values before starting the AdvancedSkeleton rigging workflow.

asPreModelChecker.html
Preparation

Model Cleaner

Clean polygon model files before rigging by removing construction history, unused nodes, blind data, and other unnecessary scene data.

asPreModelCleaner.html
Preparation

New Scene

Start the AdvancedSkeleton rig in a new blank Maya scene, separate from the model file.

asPreNewScene.html
Preparation

Reference Model

Reference the model into the rig file so model changes and rigging work stay separated during AdvancedSkeleton setup.

asPreReference.html
Preparation

Z-Up Axis

Understand Maya Y-up and Unreal Z-up axis differences when preparing AdvancedSkeleton rigs for export.

asPreZUpAxis.html
General

Publish

Export a non-referenced version of the rig file to avoid nested referencing in animation scenes.

asPublish.html
General

Rebuild DagPose Nodes

Rebuild bind-pose nodes used to store skin-binding information.

asRebuildDagPoseNodes.html
Export

Rename To Unreal

Rename to Unreal renames deformation joints and adjusts hierarchy for Unreal convention.

asRenameToUnreal.html
Export

Rename To Unreal Restore

Restore returns Unreal-style joint names and hierarchy to AdvancedSkeleton convention.

asRenameToUnrealRestore.html
General

Scrub

Scrub the time-slider to check the animation.

asScrub.html
Animation

Selector Designer

Tool for making custom “selector” windows.

asSelectorDesigner.html
General

Show Skin Layer

Switch display to the various face Deformation Layers for painting skin weights.

asShowLayer.html
General

Simpler Eyelid

Create only the inner eyelid controllers instead of both inner and outer eyelid controllers.

asSimplerEyeLid.html
Controls

Skin Control Create

Create a new controller, that controls a new joint. First use a SoftMod, to define the deformation-area:

asSkinControlCreate.html
Controls

Soft Mod Control Add Influenced Object

To add additional object to be influenced by SoftMod Controllers,, select the controller + the object to be added, and click on"add influenced object".

asSoftModControlAddInfluencedObject.html
Controls

Soft Mod Control Create

SoftMod controllers have a extra base-control, allowing for the deformer to "Slide under the skin".

asSoftModControlCreate.html
Controls

Squash Control Create

Squash controllers can create cartoony Squash n Stretch effects:

asSquashControlCreate.html
Face Step Builder

Step Build: Eyebrow Curves

Step Build: Eyebrow Curves help page for AdvancedSkeleton.

asStepBuildEyeBrowCurves.html
Face Step Builder

Step Build: Eyebrow Object

Step Build: Eyebrow Object help page for AdvancedSkeleton.

asStepBuildEyeBrowObject.html
Face Step Builder

Step Build: Eyelid

Step Build: Eyelid help page for AdvancedSkeleton.

asStepBuildEyeLid.html
Face Step Builder

Step Build: Jaw Area

Step Build: Jaw Area help page for AdvancedSkeleton.

asStepBuildJawArea.html
Face Step Builder

Step Build: Jaw Curves

Step Build: Jaw Curves help page for AdvancedSkeleton.

asStepBuildJawCurves.html
Face Step Builder

Step Build: Jaw Object

Step Build: Jaw Object help page for AdvancedSkeleton.

asStepBuildJawObject.html
Face Step Builder

Step Build: Lip Shape

Dcantibon Ieeeta Snennnen Faion Centci Herai Faanteane Feti n e edenne Kcred Valut Aegiduntn Fallctiar tlmbulci Heettattltt.

asStepBuildLipShape.html
Controls

Sub Controllers

Sub controller can be shown with these attributes:

asSubControllers.html
Controls

Tweak Controllers Convert Back To Control

After adjusting weights with the SoftMod, this will convert the Controller back to a cluster:

asTweakControllersConvertBackToControl.html
Controls

Tweak Controllers Convert To Soft Mod

Converts Control to a SoftMod, weights using can be assigned so that the interactive falloff weighting:

asTweakControllersConvertToSoftMod.html
Controls

Tweak Controllers Create

With this you can use the SoftMod tool, nice interactive falloff function:

asTweakControllersCreate.html
Controls

Tweak Controllers Mirror Weights

Detects of selected Control is driving a Joint or a Cluster and runs corresponding weight mirror function.

asTweakControllersMirrorWeights.html
Controls

Tweak Controllers Paint

Detects of selected Control is driving Joint or a Cluster and opens the corresponding weight painting tool:

asTweakControllersPaint.html
Export

Unreal Create Joints

Unreal Root & IK Joints creates extra Unreal root and IK joints for FBX export.

asUnrealCreateJoints.html
Export

Unreal Create Mannequin Joints

Unreal Mannequin creates a separate skeleton with Unreal Mannequin names and orientation.

asUnrealCreateMannequinJoints.html
Export

Unreal Mannequin Transfer Skin

Mannequin Transfer transfers skinning from DeformationSystem joints to Unreal Mannequin skeleton joints.

asUnrealMannequinTransferSkin.html
Export

Unreal Twist Joints Hierarchy

Unreal TwistJoints Hierarchy changes twist joints from inline parenting to Unreal's parallel hierarchy.

asUnrealTwistJointsHierarchy.html
About

Updates Green Fix

When the model is referenced-in to the rig file, any model changes are automatically updated in the rig:

asUpdatesGreenFix.html
Animation

Walk Designer

Visual reference for Walk Designer.

asWalkDesigner.html
Face

Face Cyclops

Cyclops supports face setup for single centered-eye creatures.

faceCyclops.html
Face

Face Long Snout

Long Snout supports creature face rigs with long snouts or jaws.

faceLongSnout.html
Face

Face Multi Skin Clusters

Multiple SkinClusters layers face deformations with multiple skin clusters in Maya 2024 or higher.

faceMultiSkinClusters.html
Face Pre

Face Pre: ARKit

Create ARKit BlendShapes adds ARKit-compatible blendshape targets and supports connecting ARKit in the Selector tool.

facePreARKit.html
Face Pre

Face Pre: Advanced

Advanced creates FaceSetup for characters without an AdvancedSkeleton body rig.

facePreAdvanced.html
Face Pre

Face Pre: All Head

All Head selects all objects affected by the FaceSetup.

facePreAllHead.html
Face Pre

Face Pre: Extras

Extras selects additional facial objects such as mustaches and beards.

facePreExtras.html
Face Pre

Face Pre: Eyebrow

Eyebrow selects eyebrow objects for the FaceSetup.

facePreEyebrow.html
Face Pre

Face Pre: Eyelash

Eyelash selects eyelash objects for the FaceSetup.

facePreEyelash.html
Face Pre

Face Pre: Face

Face selects the main face object for the FaceSetup.

facePreFace.html
Face Pre

Face Pre: Game Engine

Game Engine mode disables face rig sections that use deformers which cannot be exported to game engines.

facePreGameEngine.html
Face Pre

Face Pre: Include

Include controls whether the FaceRig is complete or skips controllers above and/or below the eyes.

facePreInclude.html
Face Pre

Face Pre: Left Eye

Left Eye selects the character's left eye for the FaceSetup.

facePreLeftEye.html
Face Pre

Face Pre: Lip Controls

Sets the number of Lip-Controllers to be created. By default, 12 controllers are created; the number can be increased for extra wide mouth characters.

facePreLipCtrls.html
Face Pre

Face Pre: Lower Teeth

Lower Teeth selects lower teeth or their poly-faces when teeth are part of the face mesh.

facePreLowerTeeth.html
Face Pre

Face Pre: Mask

Mask selects the poly-faces deformed by the FaceSetup.

facePreMask.html
Face Pre

Face Pre: Non-Symmetrical

Non-symmetry enables fitting both left and right sides for asymmetrical characters.

facePreNonSym.html
Face Pre

Face Pre: Offset Face Create

Offset Face creates a separate FaceSetup file by detecting true center from three center-edge-loop vertices.

facePreOffsetFaceCreate.html
Face Pre

Face Pre: Rig Type

Rig Type chooses between Joints, BlendShapes, or Mixed FaceRig builds.

facePreRigType.html
Face Pre

Face Pre: Right Eye

Right Eye selects the character's right eye for the FaceSetup.

facePreRightEye.html
Face Pre

Face Pre: Snapchat

Create SnapChat BlendShapes adds Lens Studio-compatible blendshape targets.

facePreSnapChat.html
Face Pre

Face Pre: Tongue

Tongue selects the tongue or its poly-faces when it is part of the face mesh.

facePreTongue.html
Face Pre

Face Pre: Upper Teeth

Upper Teeth selects upper teeth or their poly-faces when teeth are part of the face mesh.

facePreUpperTeeth.html
Face Pre

Face Pre: Wonder Studio

Create WonderStudio BlendShapes adds Wonder Studio-compatible blendshape targets.

facePreWonderStudio.html
Face

Face Roblox Head

Create RobloxHead adds Roblox Dynamic Head blendshape targets and supports export to Roblox Studio.

faceRobloxHead.html
Face Fit

Face Fit: Animate

Scrub the timeline, check the face-fit locator animation, and tweak it if needed.

fitFaceAnimate.html
Face Fit

Face Fit: Animate Fit

Create eyebrow animation that drives the nCloth simulation for face fitting.

fitFaceAnimateFit.html
Face Fit

Face Fit: Cheek

Face Fit: Cheek: Cheek placement point shown in side, perspective, and front views.

fitFaceCheek.html
Face Fit

Face Fit: Cheek Bone

Face Fit: Cheek Bone: Cheek-bone placement point shown in side, perspective, and front views.

fitFaceCheekBone.html
Face Fit

Face Fit: Cheek Raiser

Face Fit: Cheek Raiser: Cheek-raiser placement point shown near the under-eye cheek area.

fitFaceCheekRaiser.html
Face Fit

Face Fit: Chin Crease

Face Fit: Chin Crease: Chin-crease placement point shown below the lower lip.

fitFaceChinCrease.html
Face Fit

Face Fit: Eye Ball

Face Fit: Eye Ball: Eyeball placement shown centered on the eye.

fitFaceEyeBall.html
Face Fit

Face Fit: Eyebrow Center

Face Fit: Eyebrow Center: Eyebrow-center placement point shown at the center of the brow.

fitFaceEyeBrowCenter.html
Face Fit

Face Fit: Eyebrow Inner

Face Fit: Eyebrow Inner: Inner eyebrow placement point shown near the nose bridge end of the brow.

fitFaceEyeBrowInner.html
Face Fit

Face Fit: Eyebrow Mid1

Face Fit: Eyebrow Mid1: Eyebrow Mid1 placement point shown along the inner-middle brow.

fitFaceEyeBrowMid1.html
Face Fit

Face Fit: Eyebrow Mid2

Face Fit: Eyebrow Mid2: Eyebrow Mid2 placement point shown along the middle brow.

fitFaceEyeBrowMid2.html
Face Fit

Face Fit: Eyebrow Mid3

Face Fit: Eyebrow Mid3: Eyebrow Mid3 placement point shown along the outer-middle brow.

fitFaceEyeBrowMid3.html
Face Fit

Face Fit: Eyebrow Outer

Face Fit: Eyebrow Outer: Outer eyebrow placement point shown at the outside end of the brow.

fitFaceEyeBrowOuter.html
Face Fit

Face Fit: Eyelid Droopy

Face Fit: Eyelid Droopy: Droopy eyelid area shown around the upper and lower eyelid region.

fitFaceEyeLidDroopy.html
Face Fit

Face Fit: Eyelid Inner

Use the assist function to peel open the skin and select the inner eyelid edge loop.

fitFaceEyeLidInner.html
Face Fit

Face Fit: Eyelid Main

Face Fit: Eyelid Main: Main eyelid edge loop shown around the eyelid opening.

fitFaceEyeLidMain.html
Face Fit

Face Fit: Eyelid Main2

Use EyeLidMain2 to define a secondary edge loop for full eyelid weighting on dense models.

fitFaceEyeLidMain2.html
Face Fit

Face Fit: Eyelid Outer

Select the eyelid outer edge loop and optional split vertex for the upper and lower eyelids.

fitFaceEyeLidOuter.html
Face Fit

Face Fit: Forehead

Select three forehead vertices to define the eyebrow-affected area.

fitFaceForeHead.html
Face Fit

Face Fit: Frown Bulge

Face Fit: Frown Bulge: Frown-bulge placement point shown near the lower cheek and mouth corner.

fitFaceFrownBulge.html
Face Fit

Face Fit: Iris

Face Fit: Iris: Iris ring placement shown on the eyeball.

fitFaceIris.html
Face Fit

Face Fit: Jaw

Face Fit: Jaw: Jaw placement point shown at the lower jaw.

fitFaceJaw.html
Face Fit

Face Fit: Jaw Corner

Face Fit: Jaw Corner: Jaw-corner placement point shown near the corner of the jaw.

fitFaceJawCorner.html
Face Fit

Face Fit: Jaw Curves Tweak

Tweak jaw curves: green defines the jaw bone, red defines 50% deformation, and blue defines deformation start/end.

fitFaceJawCurvesTweak.html
Face Fit

Face Fit: Jaw Line

Face Fit: Jaw Line: Jaw-line placement point shown along the jaw line.

fitFaceJawLine.html
Face Fit

Face Fit: Jaw Pivot

Face Fit: Jaw Pivot: Jaw-pivot placement point shown near the ear-side hinge area.

fitFaceJawPivot.html
Face Fit

Face Fit: Line

Face Fit: Line: Face-line placement curve shown beside the mouth and cheek.

fitFaceLine.html
Face Fit

Face Fit: Lip Inner

Use the assist function to peel open the skin and select the inner lip edge loop.

fitFaceLipInner.html
Face Fit

Face Fit: Lip Main

Face Fit: Lip Main: Main lip edge loop shown around the mouth opening.

fitFaceLipMain.html
Face Fit

Face Fit: Lip Outer

Face Fit: Lip Outer: Outer lip edge loop shown around the lips.

fitFaceLipOuter.html
Face Fit

Face Fit: Nose

Face Fit: Nose: Nose placement point shown at the nose tip.

fitFaceNose.html
Face Fit

Face Fit: Nose Bridge

Face Fit: Nose Bridge: Nose-bridge placement point shown on the upper bridge of the nose.

fitFaceNoseBridge.html
Face Fit

Face Fit: Nose Corner

Face Fit: Nose Corner: Nose-corner placement point shown beside the nostril area.

fitFaceNoseCorner.html
Face Fit

Face Fit: Nose Side

Face Fit: Nose Side: Nose-side placement point shown on the side of the nose.

fitFaceNoseSide.html
Face Fit

Face Fit: Nose Under

Face Fit: Nose Under: Under-nose placement point shown below the nose.

fitFaceNoseUnder.html
Face Fit

Face Fit: Nostril

Face Fit: Nostril: Nostril placement point shown inside the nostril area.

fitFaceNostril.html
Face Fit

Face Fit: Pupil

Face Fit: Pupil: Pupil ring placement shown on the eyeball.

fitFacePupil.html
Face Fit

Face Fit: Skeleton Node

Face Fit: Skeleton Node: Face skeleton-node placement shown with upper and lower limits in side view.

fitFaceSkeletonNode.html
Face Fit

Face Fit: Smile Bulge

Face Fit: Smile Bulge: Smile-bulge placement point shown near the cheek and mouth corner.

fitFaceSmileBulge.html
Face Fit

Face Fit: Smile Line

SmileLine creates the smile crease near the mouth corner, but adds controllers and setup complexity.

fitFaceSmileLine.html
Face Fit

Face Fit: Throat

Face Fit: Throat: Throat placement point shown on the side of the neck.

fitFaceThroat.html
Face Fit

Face Fit: Tongue

Face Fit: Tongue: Tongue placement shown inside the open mouth.

fitFaceTongue.html
Face Fit

Face Fit: Up / Mid / Low

UpMidLo controllers bend the entire face for cartoony animation and face-personality variation.

fitFaceUpMidLo.html