BipedPlus
Ep.3 — Figure Mode 2 · Axes · Mirror · Init Save
Download MarkdownOverview
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
- If there are joints missing after placement, such as Head, adjust them again.
- Confirm normal operation after Update.
2. Changing the Number of Spine Bones
- If you need 4 or 5 Spine bones instead of 3, change the count in the Build/Figure options (e.g., 5).
- Press the Install Change button.
- After verifying the changed Spine structure, Update the joint positions again.
- If Clavicle or other bones have shifted slightly forward, apply manual correction then Update.
3. Changing to 5 Twist Bones (Console Level)
- If you need 5 Twist bones for console games, etc., change the Twist option to 5.
- Even if an error message appears (related to forced file deletion), press OK — confirm that it has changed to 5 in Figure Mode.
- Picker may still be based on 3 — if using 5 Twist bones, also set Picker to 5-bone mode (planned for future update).
- 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 |
- If multiple Props have been added, delete unnecessary ones.
- After adjusting legs and Props, Update — confirm that the Prop positions are correct.
5. Display Options · Init Save
- You can view the mesh in default shape / transparent / wireframe.
- Once setup is complete, Save the Init data.
- 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
- In the Build tab, enable the Build with saved Init package option.
- Follow the prompts: Yes → check all items in the popup and proceed.
- After Build completes, a rig is created with the saved joint positions and finger placements applied as-is.
Method B — Load
- Specify the saved file from Load in the Build tab or Figure Mode.
- 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.