BipedPlus
Ep.10 — Seed · Node Rename · Layer
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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_Armand 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
- Change names only to match team conventions (Left/Right, Ctrl prefix, etc.).
- Keep the parent–child hierarchy intact.
- In Rigging Info, do Scan → Update (or Picker Scan).
Rigging Info — Update · Missing From Seed
Steps
- Open the Rigging Info panel (near the Skin tab, etc. — check location per UI version).
- Scan / Load — read the current scene's rig structure.
- Update — apply changed names and newly added controllers.
- 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.