BipedPlus
Ep.16 — Customizing 01: Hierarchy Structure
Download MarkdownThis document helps you understand the Hierarchy of a BipedPlus Build result, and know where to attach customizations (capes, bracelets, etc.).
Hierarchy View is the foundation. Layer View is for organization and visibility — not the basis of rigging.
1. Why This Document
BipedPlus quickly creates the structure via Auto Rigging.
But every studio has different naming, props, and additional controllers.
Understanding the structure reveals where to customize.
2. Four Key Groups After Build
Scene
├── Grp_Mod (Modeling Group) ← Original mesh
├── Grp_Sys (System Group) ← Helpers / INFO that just need to exist in scene
├── Grp_RigModule (Rig Module Group) ← Arm/Leg/Head modules + Space
└── Root / Skin tree (Skin Bones) ← Bones for engine export
| Group | Role | What to do |
|---|---|---|
Modeling (Grp_Mod) |
Character mesh | Place all mesh here |
System (Grp_Sys) |
Nodes that just need to exist in scene | INFO, helpers, system nodes — animators must not touch |
Rig Module (Grp_RigModule) |
Arm/leg/head modules + Space | Main area for customization |
| Skin Bones | Final bones for engine export | Skinning and export reference |
3. Two Spaces Inside RigModule
| Group | Meaning | Used by |
|---|---|---|
Grp_Admin_Space |
BipedPlus internal calculation space | Rarely touched in normal work |
Grp_Custom_Space |
Spaces aligned to final bone positions | Where to place capes, bracelets, props |
What is a Space? A group that follows a specific node's position, rotation, and scale.
Practical Example — Create Space by Selection
- Select the target bone (e.g.,
Skin_Hand) - Run Edit_Utils → Create Space by Selection
- Move the created Space into
Grp_Custom_Space - Place bracelets, extra bones, or controllers under that Space
4. Customization Rules
| Type | Content |
|---|---|
| ✅ Allowed | Modeling → modeling group, create Space, place custom nodes, add control Ctrl |
| ❌ Do not touch | INFO node (stores rigging data), Admin Space branches (internal calculation) |
Why Use Parent Skin Bone Instead of Seg Bone
| Example | Recommended | |
|---|---|---|
| Parent Skin bone | Skin_Spine1 |
✅ — basis for Space and custom |
| Seg bone | Skin_Spine1_Seg |
❌ — may be affected by Stretch scale |
5. Checklist
- [ ] Can identify the 4 major groups in Hierarchy View
- [ ] All modeling goes into the modeling group only
- [ ] Customs go under
Grp_Custom_Space+ target bone Space - [ ] Don't stop at Skin Parent — also create a control Ctrl
- [ ] INFO node is never touched
- [ ] Do not judge structure from Layer view alone