BipedPlus

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

Download Markdown Download with Images

Overview

After Figure Mode, the Ctrl panel covers controller shape, color, bone display, create/naming, and curve scale/mirror.

The Ctrl panel has three sub-tabs — this guide follows that order.

Sub-tab What it does
Ctrl Shape palette, Offset/Ctrl naming, Create Mode, Curve Transform, curve Mirror
Color Max / Maya L·C·R color presets
Bone Bone Width/Height/Fin, Bone/Box Mode, Mirror

Prerequisites

  • Build + Figure Mode (Init) complete
  • Joint positions re-aligned in Figure Mode if needed

Ctrl sub-tab — Shape / Naming / Create / Curve

1. Ctrl tab — Shape · Naming · Create · Curve

After Build, refine controller position/shape, create new controllers, and bulk-scale/mirror curves here.
If controller display (flags) drift after Figure Mode edits, re-align them in this tab.

Shape palette

  • Pick shape presets from the yellow wire icons at the top.
  • You can also build a custom shape (later in the video).

Naming (Offset / Ctrl · Prefix · Suffix)

  1. Use Offset / Ctrl checkboxes plus Prefix/Suffix (e.g. Ctrl_ + BoneName).
  2. Keep Left / Right (_L_ / _R_) consistent for Mirror and Picker.
  3. Changing only the prefix can rename both sides in bulk — see the video.

Create Mode

Situation Behavior
Nothing selected Create at world origin
With selection Create at selection — World / Follow Hierarchy
Offset Create at an offset from selection
- Hide the character first to test empty-scene creation.
- Selected + Offset supports group place/rotate.
- Replace (Skin_ → …) remaps skin-bone naming on create.

Curve Transform · curve Mirror

  1. NURBS curves bundle source/curve/points — scaling only in Max can be slow.
  2. Use bulk scale (x0.9 / x1.1) and Pos/Rot/Scale Apply.
  3. Match the other side with curve Mirror or after Flip.

Ctrl sub-tab — Color presets

2. Color tab — Color presets

Quickly set controller wire colors.

  • Presets like Max_L / Max_C / Max_R and Maya_L / Maya_C / Maya_R are laid out in a grid.
  • Split colors by left/center/right (or team rules) so sides are obvious in the viewport.
  • Pick a Max- or Maya-style standard for the production and apply it consistently.

Ctrl sub-tab — Bone display

3. Bone tab — Bone display

Controls display size/shape of skin bones (not a weight-paint screen).

Item What it does
← Load / Set → / Inverse Load, apply, or invert display settings on the selection
Width · Height · Length · Taper Bone box size and taper
Side / Front / Back Fin Fin display On/Off and size
Scale / AutoLength Apply Apply scale / auto length
Bone Mode / Box Mode Enable/Disable bone or box mode
Left / Right · Mirror Set L/R suffixes, then Mirror

If bones look too big/small in the viewport, clean them up here first.

4. Biped Shape editing (EditShape Mode)

Not a sub-tab — enable EditShape Mode at the bottom to edit Biped controller shape vertices.

  1. Enter EditShape Mode / Biped Shape editing.
  2. Move vertices to adjust controller size and form.
  3. Press Update to apply the shape.
  4. Other side: edit in Flip mode → use R to find the matching Left/Right name and confirm both sides update.

Concept reinforcement

  • The Ctrl panel is the "polish visuals + team naming" phase — the rig skeleton is already set in Build/Figure.
  • Teams often alternate joint tweaks in Figure Mode with shape/color/bone display work in Ctrl.

Notes

  • Don’t forget Update after Biped Shape edits.
  • Editing one side without Flip makes L/R shapes diverge.
  • Keep naming/color rules aligned with production standards for Picker, Mirror, and export.

Need more help?

Contact Support