Skeleton Builder¶
The Skeleton Builder is designed to speed up skeleton creation and joint placement process, while still being fully transparent and easy to tinker and edit.
Purpose¶
- Quickly generate a clean skeleton with consistent naming and orientation.
- Use guide locators to position joints non-destructively.
- Optionally preview the IK bend direction before building.
Step 1: Choose a preset¶
In the BroRig window, under Skeleton Builder:
- Select a preset (e.g., biped).
Available presets: - Biped (UE Mannequin): Root, spine, arms, legs using UE naming. - Finger (single): For finger chains, ensures proper joint orientation and making sure the finger chain is straight.
Step 2: Spawn guides¶
Click Spawn Guides:
- A hierarchy of colored locators is created under Skeleton_Guide_GRP.
- Guide markers:
- L/R locators: Define the side spread.
- Up locators: Define the bend direction (e.g., knee cap direction).
- Pos locators: Direct placement for spine, non-hinge joints, etc.
- *_end locators: End targets for final orientation (e.g., head_end, ball_l_end).
Step 3: Place the guides¶
- Move, rotate, and scale guides to match your character’s proportions.
- For limbs:
- Place the L/R markers around where the hinge should bend.
- Move the
Upmarker in the direction the joint should bend (e.g., toward the knee). - A translucent triangle mesh will preview the IK plane for hinge joints (e.g., elbows, knees).
Guidelines: - Keep the root at your character’s base. - Ensure the spine is vertical and limbs are in a neutral pose.
Step 4: Build skeleton¶
When guides look correct:
- Click Build Skeleton.
- The tool:
- Projects hinge joints onto a clean plane (based on L/R and Up).
- Creates and orients the joints.
- Mirrors the left side to the right side automatically.
The resulting joints use UE-style names (e.g., upperarm_l, calf_r), ready for BroRig modules.
Step 5: Clean up¶
- After you are satisfied, click Delete Guides.
- Your skeleton is now ready to use for:
- Installing BroRig modules.
- Skin binding and animation.
Twist joints¶
For realistic twist deformation (e.g., forearm, upper arm, thigh, calf):
- With two adjacent joints selected, use:
- Rigging Tools → BroRig → Add Twist Joint
- This creates a properly named twist joint (e.g.,
upperarm_twist_01_l).
Then you can use the Twist module to wire twist controls into the rig.