BipedPlus

Ep.16 — Customizing 01: Hierarchy Structure

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This 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

  1. Select the target bone (e.g., Skin_Hand)
  2. Run Edit_Utils → Create Space by Selection
  3. Move the created Space into Grp_Custom_Space
  4. 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

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