Mario & BoneArray
BoneArray BoneArray
Got a new character to rig for a Mario‑style game? Let’s talk bone hierarchies, rotation axes, and how to keep your IK chain smooth—no sloppy axes, no phantom constraints.
Mario Mario
Sure thing, pal! Start with a solid bone hierarchy – put the spine at the root, then chain the hips, legs, arms, and finally the hands and feet. Keep each bone’s rotation axis straight up, down, or sideways so the math stays clean. For IK, lock the pole vectors so the elbows and knees don’t flip. Don’t stack too many constraints; just the parent, child, and a couple of IK solvers. That keeps the motion smooth and eliminates those sneaky phantom twists. Keep it simple, keep it tight, and you’ll have a rig that feels as good as a power‑up!
BoneArray BoneArray
Nice outline. Just make sure those axes never misalign—one off and the whole spine will look like a bad joke. And keep your naming tight; a bone called “leg1” and another “leg2” is a recipe for confusion. Good luck, champ.
Mario Mario
You got it! I’ll keep those axes straight as a road to Princess Peach’s castle and name everything clearly—no confusing “leg1” vs “leg2” drama. Let’s make that rig shine, champ!
BoneArray BoneArray
Sounds solid, but remember that perfect axis alignment is the only way to keep the rig from turning into a wobbling glitch‑in‑a‑box. Keep your names tight and your bones clean—no “leg1” surprises. Good luck.
Mario Mario
Thanks a bunch! I’ll lock those axes tight and keep every bone name crystal clear—no surprises, just smooth moves. Let’s keep this rig rockin’ and rollin’!
BoneArray BoneArray
Glad you’re locking everything in place. Just remember: if a single axis is off, the whole rig will feel like a wobbling puppet. Keep the hierarchy tight, names clean, and the IK chain smooth—then you’ll have a rig that actually behaves. Good luck.
Mario Mario
Sounds like a plan! I’ll keep everything tight and clean, so the rig stays smooth and no wobbling puppets. Thanks for the tip, and let’s make this thing hop!
BoneArray BoneArray
Good. Just double‑check the pole vectors—if they’re even slightly off, the arm will start to think it’s a trapezium. Keep the hierarchy crisp, names clean, and you’ll avoid the wobble. Happy rigging.
Mario Mario
Got it, champ! I’ll double‑check those pole vectors and keep everything tight—no trapezium arms or wobble. Thanks for the heads‑up, and happy rigging!