Brain & 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?
Sure thing. Let's look at the hierarchy and see where we can simplify.
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.
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.