# Ep.2 — Figure Mode 1 · Character Proportions & Bone Placement

https://youtu.be/_-NezYThaoA?si=WbMVpdem4V45f7Cd

## Overview

This is the step of aligning the **skeleton** created with Build to **visually overlap** the character mesh.  
In **Figure Mode**, you adjust the overall scale, leg and foot joints, left/right mirror, and Hip position.

> **Figure Mode** = A work mode for "placing this rig to fit **this character's body**." It is a **required** step immediately after Build.

## Prerequisites

- A rig with **Build completed** in Ep.1
- Character mesh present in the scene

## Step-by-Step Guide

### 1. Entering Figure Mode · Overall Scale

1. Navigate to the **Figure Mode** tab.
2. This is the **initial joint placement** phase right after Build — you can later save and reuse Init data in Figure Mode.
3. Adjust the overall character **scale** (e.g., **0.9**).
4. Use **wireframe** display to make it easier to compare mesh and bone positions.
5. Fine-tune to something like **1.03** if too small — **proceed to the next step once roughly aligned, even if not perfect**.

### 2. Default Figure Options

- When the **default Figure options** are checked, the **default position data** of Biped Figure is saved and applied.
- It is recommended to **keep them checked by default**.

### 3. Joint Placement (Hiding the Mesh)

1. **Hide the mesh** or use Figure Mode's default settings (hide mesh and layers) for working speed.
2. Toggle **wireframe and mesh display** from the **layer** area at the bottom as needed.
3. Use the **move joint** button to align each bone position to the mesh joints.

### 4. Thigh — Box Controller Placement

> **Important:** Place based on the **Thigh box controller**, not the Ankle.

1. Work on leg joints primarily in the **Front view**.
2. Align the **Thigh box controller** position to the mesh leg joint.
3. If the character is asymmetric, align **one side first** then use **Mirror** for the other side.

### 5. Foot Settings

1. Align the **Ankle Ball** position.
2. Set the **Toe height** to **0**.
3. Check **foot and leg alignment** from the Front view.

### 6. Align · Mirror · Update

1. Work in the **Front view**. (If the team has a set rule like T-Pose or A-Pose, align to that **default pose**.)
2. **Align** — check that left and right are **symmetrical**.
3. **Mirror** — if only one side has been aligned, copy the same placement to the **other side**.
4. Use 3ds Max **snap (90°/180°)** to verify joints are **standing straight**.
5. Press **Update** (or **Update from Init**) to **save and apply all adjustments made so far to the rig**.  
   → **If you skip this step**, when you exit Figure Mode it may look as though it has **reverted to the original**.
6. Verify that the placement is **maintained** even after **toggling Figure Mode off and on again**.

### 7. Hip Placement

1. The **Hip** is positioned at **the point where the Pelvis and Thigh meet**.
2. Use the Hip-specific view and adjustment in Figure Mode to check that the **connection with the leg** looks natural.
3. Test whether moving the Hip causes the Thigh to **move in sync**.

## Tips

- If there is a production pose rule like **A-Pose**, aligning it **precisely** is better for subsequent skinning and animation.
- The habit of **aligning one side first before mirroring** saves time.
- If you accidentally moved the **Thigh box instead of the Ankle**, re-align based on Thigh again, then Update.

## Notes

- Even one misaligned joint affects the **overall body shape and skinning** — align from the big picture **in order**: Pelvis → Spine → legs.
- Exiting Figure Mode **without Update** may result in **adjustments not being saved** — make step 6 above a habit.