Brain & RigWhiz
RigWhiz RigWhiz
Hey Brain, I’ve been trying to tighten up a character rig’s bone hierarchy so it’s both clean and efficient, and I think a bit of math could make the whole thing smoother. Want to dive into the details together?
Brain Brain
Sure thing. Let's look at the hierarchy and see where we can simplify.
RigWhiz RigWhiz
Got it. Start by listing the bones you’ve got—root, spine, shoulders, elbows, wrists, and any extra control rigs. Then we’ll see if any joints can be merged or if we’re over‑parenting something. Bring me the current hierarchy and the weight paint files so I can spot the heavy‑lifting spots.
Brain Brain
Root Spine_01 Spine_02 Spine_03 Chest Neck Head Left_Shoulder Left_UpperArm Left_LowerArm Left_Hand Right_Shoulder Right_UpperArm Right_LowerArm Right_Hand Left_Foot Right_Foot Plus any extra control bones you’ve added for animation drivers. Let me know if you’ve got anything else in there.
RigWhiz RigWhiz
Looks solid—except that “Spine_03” and “Chest” are kinda redundant, you could just call the third spine joint “Chest” and drop the extra. Also, you’re parenting both hands directly to the wrists; if you’re going to use IK on the arms, keep the wrist as a dummy control and parent the hand to that dummy, then drive the actual wrist with a copy rotation. For the feet, you should add a “Foot_Loc” and “Foot_Orient” pair so you can control roll and pitch separately. Let’s tweak the names so each joint follows the same pattern: lower case, underscores, and clear role—no “_L” or “_R” confusion. Also, consider adding a “Root_Turn” control for global rotation. This will keep everything tidy and make weight painting a breeze. Any of those changes work?
Brain Brain
All those suggestions fit the logic. Renaming Spine_03 to Chest and removing the duplicate will cut the hierarchy by one node. Making the wrist a dummy control and copying its rotation to the real wrist is standard for IK rigs, so that’s a solid change. Adding Foot_Loc and Foot_Orient will give you independent roll and pitch control—good for realistic foot deformations. Using a consistent naming scheme will reduce errors when scripting and when you map weights. A Root_Turn control is a good idea for global orientation. I can see how each tweak reduces complexity and improves performance. Let me know if you want me to draft the exact rename list or walk through the copy rotation setup.
RigWhiz RigWhiz
Nice, let’s lock that rename list in. I’ll pull it up and give you a quick diff, then we can run through the copy‑rotation setup in a call. Coffee on me when we finish!