Hello all,
I am currently struggling with giving joints names. What is the most efficient way to call them? How do you call fingers for example?
Cheers
HandL_B01 (2nd finger, 1st digit)
ect...
Normally there is a prefix, I use the characters Initials so the whole name looks like XY_HandL_A01
If I have IK and FK arms I put a sufix of _IK or _FK at the end so the file name looks like XY_HandL_A01_FK or XY_HandL_A01_IK
I've seen people name them Thumb, Pointer ect... Personally I don't like whole words and spaces.
If you're using MotionBuilder you probably want to stick to a biped naming convention, which is kind of standard on a lot of rigs, but its kind of annoying too.
Bip01 L Hand
Bip01 L Finger0 (thumb, 1st digit)
Bip01 L Finger01 (thumb 2nd digit)
Bip01 L Finger02 (thumb 3rd digit)
Bip01 L Finger1 (2nd finger, 1st digit)
Bip01 L Finger11 (2nd finger, 2nd digit)
Bip01 L Finger12 (2nd finger, 3rd digit)
Personally I rename the digits on a biped because they order better.
- The prefix 'Name' is generally the asset code/name
- I also add a suffix to define FK or IK:
Name_L_Hand_FK
Name_L_Foot_IK
- I use _01 _02 etc to define successive joints if you have them, 01 being the closest to the parent.
- I put _L and _R after the name because I like to keep them separated by position but that just a personal thing.
- I use _C to define central portions of the skeleton such as the Skull and spines joints because it keeps the outliner cleaner and it gives me a way to group central components.
Replies
HandL
HandL_A01 (1st finger "A" 1st digit)
HandL_A02 (1st finger, 2nd digit)
HandL_A03 (1st finger, 3rd digit)
HandL_B01 (2nd finger, 1st digit)
ect...
Normally there is a prefix, I use the characters Initials so the whole name looks like XY_HandL_A01
If I have IK and FK arms I put a sufix of _IK or _FK at the end so the file name looks like XY_HandL_A01_FK or XY_HandL_A01_IK
I've seen people name them Thumb, Pointer ect... Personally I don't like whole words and spaces.
If you're using MotionBuilder you probably want to stick to a biped naming convention, which is kind of standard on a lot of rigs, but its kind of annoying too.
Bip01 L Hand
Bip01 L Finger0 (thumb, 1st digit)
Bip01 L Finger01 (thumb 2nd digit)
Bip01 L Finger02 (thumb 3rd digit)
Bip01 L Finger1 (2nd finger, 1st digit)
Bip01 L Finger11 (2nd finger, 2nd digit)
Bip01 L Finger12 (2nd finger, 3rd digit)
Personally I rename the digits on a biped because they order better.
thanks a lot for the great advice.
I am working with Cinema 4D. First time rigging a high poly character.
Name_C_Pelvis
Name_C_Spine_01
Name_C_Neck_01
Name_C_Skull
Name_L_Clavicle
Name_L_Shoulder
Name_L_Elbow
Name_L_Wrist or _Hand
Name_L_Digit_Thumb_01
Name_L_Digit_Inner_01
Name_L_Digit_Mid_01
Name_L_Digit_Ring_01
Name_L_Digit_Outer_01
Name_L_Hip
Name_L_Knee
Name_L_Ankle or _Foot
Name_L_Toe_Big_01
Name_L_Toe_Inner_01
Name_L_Toe_Mid_01
Name_L_Toe_Ring_01
Name_L_Toe_Outer_01
- The prefix 'Name' is generally the asset code/name
- I also add a suffix to define FK or IK:
Name_L_Hand_FK
Name_L_Foot_IK
- I use _01 _02 etc to define successive joints if you have them, 01 being the closest to the parent.
- I put _L and _R after the name because I like to keep them separated by position but that just a personal thing.
- I use _C to define central portions of the skeleton such as the Skull and spines joints because it keeps the outliner cleaner and it gives me a way to group central components.