# Ep.3 — Figure Mode 2 · Axes · Mirror · Init Save

https://youtu.be/yKzeD1wRNdg?si=4mqrqt62zYc_-ZRk

## Overview

The **latter half** of Figure Mode — changing the number of Spine and Twist bones, adding/removing Hip and Prop, **saving and loading the Init package**, and how to **Build** using the saved Init.

## Prerequisites

- Joint placement and Update in Ep.2 fully completed

## Step-by-Step Guide

### 1. Correcting Missing Joints Such as Head

1. If there are joints missing after placement, such as **Head**, adjust them again.
2. Confirm normal operation after **Update**.

### 2. Changing the Number of Spine Bones

1. If you need **4 or 5 Spine bones instead of 3**, change the count in the Build/Figure options (e.g., **5**).
2. Press the **Install Change** button.
3. After verifying the changed Spine structure, **Update the joint positions again**.
4. If Clavicle or other bones have shifted slightly forward, apply **manual correction** then Update.

### 3. Changing to 5 Twist Bones (Console Level)

1. If you need **5 Twist** bones for console games, etc., change the Twist option to **5**.
2. Even if an **error message** appears (related to forced file deletion), press **OK** — confirm that it has changed to 5 in Figure Mode.
3. **Picker** may still be based on 3 — if using 5 Twist bones, also set Picker to **5-bone mode** (planned for future update).
4. In the video, it is **restored back to 3** before proceeding.

### 4. Hip · Prop

| Item | Description |
|------|------|
| **Remove Hip** | Can be removed if Hip is unnecessary after aligning arms and legs |
| **Reinstall Hip** | Add back with Install, then **readjust position** |
| **Prop** | Add with Install (e.g., dual swords). Place **Init controller near the hand** |
| **Prop Mirror** | **Prop is not mirrored** — note this |

1. If multiple Props have been added, **delete** unnecessary ones.
2. After adjusting legs and Props, **Update** — confirm that the Prop positions are correct.

### 5. Display Options · Init Save

1. You can view the mesh in **default shape / transparent / wireframe**.
2. Once setup is complete, **Save the Init data**.
3. Saving it allows you to quickly load the same placement for **subsequent work or other characters**.

### 6. Building with Saved Init

**Init file** = A package containing **joint placement, finger positions, Prop locations**, etc. saved in Figure Mode.  
Greatly reduces time **when creating the same body type or similar characters again**.

#### Method A — Init-linked Build from the Build Tab

1. In the Build tab, **enable** the **Build with saved Init package** option.
2. Follow the prompts: **Yes** → **check all items** in the popup and proceed.
3. After Build completes, a rig is created with **the saved joint positions and finger placements applied as-is**.

#### Method B — Load

1. Specify the **saved file** from **Load** in the Build tab or Figure Mode.
2. Figure Mode **Load/Save** alone can reload **placement only**.

## Concept Reinforcement

- **Init** = A snapshot of **joint positions, proportions, and some options** set in Figure Mode. Useful for sharing **standard body types** within a team as files.
- **Knee and elbow Corrective bones**, etc. are planned to be added to Build options in the future.

## Notes

- After changing the number of Spine/Twist bones, **always re-place joints + Update**.
- Prop is **not mirrored** — for dual-hand weapons, place each individually or manage via Init.
- If Twist 5 and Picker 3 are mismatched, the Picker buttons and actual bone count may be out of sync.