# Ep.1 — Preset · Biped Style · Build Tab

https://youtu.be/d3HgGbj8TLM?si=7GT2egRDRg3KTW3N

## Overview

This is the process of setting up the basic rigging skeleton in the **Build tab** after launching BipedPlus for the first time and creating it with **Build**.  
Preset, Human/Beast type, and options such as Spine, Twist, Hip, and Prop are all configured at once.

## Prerequisites

- BipedPlus is **installed in 3ds Max and attached as a panel**
- Example character mesh (video: Mabel) or your own project character

> **Build tab** = The settings screen used **when first creating a rig**. Here you choose options and press the **Build** button to generate bones and controllers.

## Step-by-Step Guide

### 1. Preset

1. Check the **Preset** area at the top of the Build tab.
2. Save frequently used option combinations per production with **Save** or **Save As**.
3. When switching to another project, load the saved Preset to switch quickly.
4. The video proceeds with **default values**.

### 2. Biped Style (Human / Beast)

| Type | Use |
|------|------|
| **Human** | Standard humanoid character |
| **Beast** | Animal type — different structure with **4 Leg Links**, etc. |

1. Select **Human** or **Beast** according to the character type.
2. For Beast, preview in a new scene to verify the full structure (4 leg links, etc.), then choose the type that fits the target character.
3. The example character (Mabel) uses **Human** + height **170** (adjust as needed; can also be reset in Figure Mode).

### 3. Build Option Settings

#### Spine · Leg · Finger

- **Spine**: Number of Biped spine bones
- **Leg Link**: Default 3 (Thigh–Knee–Foot, etc.)
- **Finger**: 5, confirm link count

#### Twist

- Default **3** — 3 for Upper Arm and 3 for Forearm each, relative to the elbow
- **3 recommended** for subculture and console-level games (Wuthering Waves, Genshin Impact, etc.)
- When Leg Link is **4 (Beast)**, **Horse Link** also gets 3 added per side

#### Hip · Extra (6-Dart)

- When the **Hip** is raised, **6** small controllers that **correct the surrounding area** so the skirt and waist don't look awkward are created. (Called "6-Dart" in the video.)
- For skirt characters, simply enable the **skirt option**.

#### Corrective

- **Knee and elbow** Corrective bones — naturally corrects to about 45° when arms and legs bend 90°
- **Recommended to check by default**

#### Prop

| Count | Result |
|---------|------|
| 1 | One side |
| 2 | Both sides |
| 3 | Both sides + center |

Example character has no weapons → **uncheck all**

#### Rigging Info

- Whether to create a **configuration block** containing information needed for **mirror, default pose, and reset**.
- **Recommended to check (create)** — connects to the mirror and reset functions in Ep.9–14.

#### Engine

| Engine | "Up" direction |
|------|-------------|
| **Unreal** | Z-axis up |
| **Unity** | Y-axis up |

**Why it matters:** Set this to match **the game engine your team uses** so the character doesn't end up lying down or flipped **when exporting** via FBX, etc. (Example: Unreal)

#### Init Package

- An option that determines whether to **use previously saved joint placement** from Figure Mode (Ep.2–3) **as-is when Building**.
- For the **first Build**, there is no saved data yet, so **uncheck** — create without Init.

### 4. Running Build

1. Review the options **one more time**.
2. Press the **Build** button. (In the video, Build is done after confirming defaults.)
3. After completion, verify that **bones and controllers** have appeared in the viewport. — It is **normal if the position doesn't match the mesh yet**. You'll align them in Ep.2 Figure Mode.

## Concept Reinforcement

- **Tail Link** is planned to be added in a future update.
- Build options are the same as Biped Figure options, but BipedPlus has them organized in a **more readable layout**.
- Even though the UI may look like a lot, the actual flow is just **set options → Build** once.

## Notes

- When switching between Beast/Human, the **Leg Link and Horse Link** structure changes. Finalize the character type first.
- The Engine setting must match **the export axis**. Check your project's conventions.