Naming and mirroring
In this section, we will be naming our bones using the Bone Properties tab and the correct naming standards. We will also be mirroring our rig with Symmetrize to finish the rigging process.
Naming can be very important depending on what kind of pipeline you are a part of. Motion capture and game engine exporting are two key instances where you really should name the bones in your rig. Renaming bones makes it easier to find them in the hierarchy and when typing in names to quickly set up constraints. It’s a quality-of-life improvement that should always be made when possible.
Rigs should follow a naming scheme that makes sense. Names must be specific to their bones: not Arm.001
and Arm.002
but instead UpperArm
and LowerArm
.
For humanoid characters, this is easy, but you may find that you’re rigging something that’s far from humanoid. If that’s the case, try to keep your naming short and readable, keeping in mind that your rig...