# Ep.4 — Controller Creation · Biped Shape · Mirror & Naming

https://youtu.be/cfZeKpSwXpM?si=nzL2Z8uPX414dXnW

## Overview

After Figure Mode, in the **Controller tab**: adjusting Biped controller **shape**, NURBS Curve scale, **left/right mirror**, **custom controller creation** (Origin/Selected/Offset), and setting **naming prefix and suffix**.

## Prerequisites

- Build + Figure Mode (Init) completed
- Joint positions re-aligned in Figure Mode if necessary

## Step-by-Step Guide

### 1. Controller Tab Overview

- This is the phase of refining **controller position and shape** after Build.
- If the **controller display (flags)** becomes misaligned after changing positions in Figure Mode, they can be **re-aligned in the Controller tab**.

### 2. Biped Shape Editing

1. Enter **Biped Shape** edit mode.
2. Move vertices to adjust the controller **size and form**.
3. Press **Update** to apply the changed shape.
4. For the **other side**: switch to **Flip mode** for editing → use the **R key** to find the **matching Left/Right name** and confirm that the **other side changes as well**.

### 3. NURBS Curve Bulk Scale

1. NURBS Curve controllers have their **source, curves, and points** bundled together, so scaling them only in Max can **slow things down**.
2. Adjust size using **bulk scale** in the Controller tab.
3. Apply the same to the other side **after Flip**.

### 4. Custom Controller Shape

- You can create a **custom shape** in any form you want (detailed in the latter part of the video).

### 5. Controller Creation Modes

| Mode | Description |
|------|------|
| **Origin** | Nothing selected — created at **world origin** |
| **Selected** | Created at the position of the selected bone/object |
| **Offset** | Created at an **offset** position relative to selection |

1. Hiding the character first and pressing the button allows testing like **creating in an empty scene**.
2. The **Selected + Offset** option combination also enables **group-level** placement and rotation.

### 6. Naming (Prefix · Suffix)

1. Use **Prefix / Suffix** to align controller naming conventions.
2. **Symmetric** option — both side names are automatically changed **according to rules** like Left/Right.
3. Changing **only the prefix** triggers a **bulk rename** on both sides.

#### Recommended Rules

- Things that animators **directly interact with** → add a prefix meaning "controller" **at the front** of the name (varies by team, e.g., `Ctrl_`).
- Check team guidelines to avoid **conflicts with Biped's default root names**.

## Concept Reinforcement

- The Controller tab is the **"polish visuals + team naming"** phase — the rigging functionality itself has already been determined in Build/Figure.
- It is common to alternate between **re-adjusting joint positions in Figure Mode** and **refining shapes in the Controller tab**.

## Notes

- Don't forget to **Update** after editing Biped Shape.
- Modifying only one side **without Flip mode** will cause left/right shapes to differ.
- Naming rules must match **production standards** for Picker, Mirror, and export to be consistent.