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API > API/Plugins > API/Plugins/IKRigEditor > API/Plugins/IKRigEditor/RigEditor > API/Plugins/IKRigEditor/RigEditor/FCharacterizationStandard
References
| Module | IKRigEditor |
| Header | /Engine/Plugins/Animation/IKRig/Source/IKRigEditor/Public/RigEditor/IKRigAutoCharacterizer.h |
| Include | #include "RigEditor/IKRigAutoCharacterizer.h" |
Syntax
static const FName LeftLegA = FName;
Remarks
Non-Standard Chain Labeling Convention
Creatures with extra limbs should follow this labeling convention. The goal of this convention is to maximize animation compatibility and sharing This convention ensures that even spiders, quadrupeds and bipeds can share animation!
Always include Legs and Arms:
- the rearmost set of limbs should be labeled LeftLeg / RightLeg
- the foremost set of limbs should be labeled LeftArm / RightArm
- these limbs correspond with the "main" limbs in a quadruped (legs in the back, arms in the front)
- this ensures that ALL creatures can take bipedal animation (by far the most common)
Additional Limbs:
- creatures with more than 4 limbs require additional labels beyond what the biped convention provides
- starting from the rear of the creature add LeftLeg and RightLeg (these limbs will take bipedal leg animation)
- working forwards, add a lettered suffix to each new set of limbs, ie LeftLegA, LeftLegB, LeftLegC, etc...
- always name the foremost limb an arm, ie "LeftArm"
Fingers and Toes:
- body parts belonging to an intermediate limb with an alphabetic suffix should include the same suffix.
- ie, if "LeftLegE" has an index finger, it should be "LeftIndexE"
Core Body Parts:
- Spine / Neck and Head should be labeled identically to a biped.
- Additional Spine/Neck/Head chains should be indexed alphabetically, ie "HeadA", "HeadB", "HeadC" etc...
Extra Stuff:
- no convention can cover all possible permutations of skeletal morphology
- by adhering to this convention, all mammals, birds and insects can share animation
- fantastical creatures with recursive limb topology (ie, arms hanging off legs) will not fit easily into this convention but neither is it likely that there is any meaningful library of animation such a creature would benefit from
- in such cases, conventions should be adhered to, to the extent possible, and extra parts can use custom labels
Examples:
Typical Quadruped Example: Quadrupeds are treated identically to bipeds!
- Limbs: Legs in back to front order: LeftLeg, LeftArm (and equivalent on right side)
- Core: Spine / Neck / Head / Tail
- Fingers/toes as normal.
Typical Spider Example: Spiders include all biped limbs, with additional legs.
- Legs in back to front order: LeftLeg, LeftLegA, LeftLegB, LeftArm
- Core: Spine / Neck / Head / Tail (for the abdomen) enough extra legs to cover arachnids if you need more, just use a hard coded FName according to the convention above