BipedPlus
Ep.11 — Simu Bone · Spring Magic Integration
Download MarkdownOverview
Describes how to properly attach secondary simulations like Spring Magic (hair, smartphone chains, chains) to a BipedPlus rig.
The key is to separate "skin bones" from "controllers" and organize them with Space Groups.
Spring Magic and BipedPlus — Why Be Careful
| Standard BipedPlus approach | Spring Magic-friendly approach |
|---|---|
| Offset + Controller (empty node in between) | Bones only in a simple chain |
| Maintains position·rotation at 0 after connection | Head → Bone → Bone without intermediate nodes |
| - Spring Magic may not work correctly if there are offsets (intermediate groups). | |
| - Attaching bones directly under Head without offsets works, but conflicts with BipedPlus Layer·Skin separation rules. |
If you use a different simulation tool, test yourself whether it allows offsets. If it does, you can keep the standard BipedPlus approach.
Recommended Structure (video — hair example)
Step 1: Skin Bones (what gets sent to game)
- Create a bone chain like Hair1, Hair2… in the Skin hierarchy (extending from the head).
- Weights will be assigned here later.
- Do not place in the Controller Layer.
Step 2: Controllers (what animators and sims operate)
- Clone the same structure → Unparent.
- Name controllers per team convention (e.g., Ctrl_Hair1, Ctrl_Hair2…).
- Use box display etc. in viewport to distinguish from bones.
- Edit Utils → Quick Connect:
- Controller list ← Ctrl_Hair items
- Bone list ← Skin Hair items
- Find → Local Matrix Auto Parent → connect
- Verify that moving the head causes the entire Hair chain to follow.
Step 3: Space Group — Solving "Where to place it"
What is a Space Group?
An empty group that has the exact same position·rotation·scale as the reference bone (video: head skin bone).
(The video explains the concept using the Pelvis, then uses the head as the reference for the hair example.)
Why it's needed
- Placing sim controllers in the Skin Layer → they mix with game bones on FBX export.
- Using Controller Layer only → they may not move with the head.
- Placing only Ctrl under Space Group → they follow the head without mixing into the export.
Creation steps (video)
- Select Skin Head (head skin bone).
- Create Space Group (menu in Figure/Edit area — check location per version).
- Disable the Space Group's shape (curve) — make it invisible (may already be off at 100% scale).
- Verify the Space Group moves exactly like the head.
- Make Ctrl_Hair* children of the Space Group → place in System Layer, etc.
Step 4: Layer Organization
| Contents | Layer |
|---|---|
| Ctrl_Hair* | Controller |
| Skin Hair* | Skin |
| Space Group | System |
Running Spring Magic
- The video covers up to structure — Spring Magic execution can be done separately.
- With a simple bone chain + Ctrl under Space Group, the goal is to align with a standard Spring Magic workflow.
Rigging Info Integration
- Scan → custom Ctrl_Hair* → Rigging Info Add.
- Update.
- Ani Utils Reset All — verify that Hair also returns to the default pose.
Scale Warning
- Quick Connect + Scale keys → possible skin distortion (manage together with Ep.7 Stretch/Squash).