# Ep.10 — Seed · Node Rename · Layer

https://youtu.be/wCcFWZNft2c?si=QYRefXUb2xPVjsPj

## Overview

Covers **Seed·Rigging Info Update** and **Layer organization** that keep BipedPlus **Picker·Mirror·Reset** working even after renaming bones and controllers to match your team's **naming convention**.

## Seed — In Simple Terms

Think of it like a **phone book**.

- In Max, you can **rename** bones from **`LeftArm`** → **`Ctrl_L_Arm`** and so on.
- BipedPlus stores in the **Seed** "what this bone originally was."
- After renaming, simply hit **Update** and Picker·Mirror·Reset reconnect with the **new names**.

**If you skip Update:** Mirror·Reset·Picker may only work **partially** or show up in the **Missing** list.

## Free Node Rename — Renaming

1. Change **names only** to match team conventions (Left/Right, Ctrl prefix, etc.).
2. Keep the **parent–child hierarchy** intact.
3. In **Rigging Info**, do **Scan → Update** (or Picker **Scan**).

## Rigging Info — Update · Missing From Seed

### Steps

1. Open the **Rigging Info** panel (near the Skin tab, etc. — check location per UI version).
2. **Scan / Load** — read the current scene's **rig structure**.
3. **Update** — apply changed names and newly added controllers.
4. **Missing From Seed** — items in the Seed but missing from registration → resolve with **Add + Update**.

### When Update is Needed

| Situation | Action |
|------|--------|
| **Rename** bone/controller | Update |
| Add **custom controller** | Add → Update (Ep.13) |
| Change Build options and **rebuild** | Scan → Update |
| Picker / Mirror **not working** | Check Missing list |

## Layer — Layer Organization

BipedPlus uses **Max Layers** to categorize (names can be changed to match your team).

| Layer (example) | Contents |
|------------|---------|
| **Controller** | Controllers that animators **move** |
| **Skin** | Skin bones for **weighting and export** |
| **System** | Housekeeping nodes like Space Groups — **invisible** |

**Why it matters:** If you put controllers in the **Skin Layer**, unnecessary bones can end up exported via FBX (Ep.11).

## Tips

- **Naming and Layer organization** is half of rigging — do it incrementally to save time later.
- **Save the scene (backup)** before running Update.