CRCControl Rig CreatorPAUTINKA / Documentation1.0
PAUTINKA / Visual guide / 1.0

Control Rig
Creator.

Create editable Control Rigs and Physics Assets from a Skeletal Mesh, build rigid prop Skeletons, and process Animation Sequences. Start with the workspace that matches your source asset.

DOCUMENTATION / CONTROL RIG CREATOR

Explore the workspaces

Create editable Control Rigs and Physics Assets from a Skeletal Mesh, build rigid prop Skeletons, and process Animation Sequences. Start with the workspace that matches your source asset.

1.0Unreal Engine 5Win64 EditorTools → Control Rig Creator

Explore the workspaces

CONTROL RIG CREATOR / 16

Visual guide

REVERSE TIME. MIRROR THE POSE.
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Illustration · English labels · REVERSE TIME. MIRROR THE POSE.
10 Reverse ↗
CLOSE THE LOOP. EXTEND THE MOTION.
10
Illustration · English labels · CLOSE THE LOOP. EXTEND THE MOTION.
12 Make Loop ↗
KEEP THE MOMENT. CUT THE REST.
11
Illustration · English labels · KEEP THE MOMENT. CUT THE REST.
13 Trim ↗
PAUSE THE ACTION. SAVE THE POSE.
13
Illustration · English labels · PAUSE THE ACTION. SAVE THE POSE.
15 Hold Frame ↗
COMBINE ANIMATION CLIPS
15
Illustration · English labels · COMBINE ANIMATION CLIPS
17 Blend ↗
EDIT CURVES. REUSE THE WORKFLOW.
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Illustration · English labels · EDIT CURVES. REUSE THE WORKFLOW.
24 Edit Curve ↗
CRC / 03

Installation & updates

Unreal Engine · Win64 Editor

Use the CRC package made for your Unreal Engine version and Unreal’s standard C++ build tools. ControlRig and RigVM are declared dependencies. CRC runs in the Win64 Editor and creates project assets for later use.

01 · Plugins/ControlRigCreator

Close Unreal Editor. Extract the complete ControlRigCreator folder into your project’s Plugins folder. The file must be at <Project>/Plugins/ControlRigCreator/ControlRigCreator.uplugin.

02 · Edit > Plugins

Open the project and rebuild when prompted, or build Development Editor / Win64. Enable Control Rig Creator in Edit > Plugins and restart if requested.

03 · Tools > Control Rig Creator

Open the tool from the Pautinka section of the Tools menu. Choose the interface language in the top bar. Help opens this documentation; Pautinka website opens the studio website.

Updating

Replace the old plugin folder as a whole. Keep backups outside Plugins. Do not carry over old Binaries or Intermediate folders. Existing generated assets remain; build new outputs to apply generator changes.

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Creature: create a Rig

CREATURE: FROM MESH TO RIG
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Illustration · English labels · CREATURE: FROM MESH TO RIG
Plugin screenshot: creature
UI
Plugin screenshot · CREATURE

Mesh → Analyze → Build Assets → Open Rig

Select a saved Skeletal Mesh, analyze it, review roles and included bones, choose build options, then build. Open the resulting Rig to pose it; the plugin preview only shows layout.

Mesh

Choose a Skeletal Mesh. The arrow uses the Content Browser selection; the folder locates the asset. Changing Mesh resets this workspace’s analysis and output references.

Analyze

Reads the Skeleton and suggests roles, control groups and chains. Review the Analysis summary and mapping before building. Recognition is a starting point, especially for ambiguous bone names.

Build Assets

Creates uniquely named outputs in New assets folder. Compiles and checks the Rig before saving. Changed mappings or build options require new outputs; old Rigs are not updated in place.

Validate Outputs

Recompiles and checks the generated outputs. Use after editing them. A successful check does not replace checking your character’s poses and intended Physics motion.

Open Rig · Open Physics · Assign Physics to Mesh...

Open Rig opens the generated Blueprint. Open Physics opens the generated Physics Asset, or the Mesh’s existing asset if none was generated. Assign Physics to Mesh applies the new asset separately, with Undo support.

New assets folder · Open Rig after building

Default folder: /Game/GeneratedRigs. Use a project content path below /Game, not a disk path. Open Rig after building opens the finished Rig automatically; it starts enabled.

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Anatomy & mapping

Search bones or roles... · Bone checkbox

Search by bone name, role or family. A checkbox includes that bone’s planned control. Excluding a connecting bone can break an IK chain; the source Skeleton is not deleted or reparented.

Include all · Reset selection

Include all includes every listed bone. Reset selection restores the analyzer’s default inclusion flags; it does not clear manually assigned roles. Select a row to inspect its role, parent and chain details.

Assign role (optional) · Unassigned

Select a bone first, then choose a role. Unassigned removes its semantic role. Use Dictionary > Assign to selected bone for a role with an explanation. Build again to apply changes.

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Dictionary explained

Dictionary

A role says what a bone is for. Analyze uses names to suggest it; rig planning combines that role with the real hierarchy. Names alone cannot supply missing bones, weights or movement rules.

Roles · Naming profiles · Topology patterns · Archetypes

Roles: bone purposes and aliases. Naming profiles: known exporter names. Topology patterns: structural clues. Archetypes: anatomy references. An archetype entry is not an automatic creature preset. Expand More naming and anatomy details for the complete record.

174 Creature roles · 84 Props roles

Creature includes 11 naming profiles, 16 topology patterns and 16 archetypes. Props includes 3 profiles, 7 patterns and 13 archetypes. The reference below preserves original role IDs, bone aliases and dictionary descriptions.

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Rig build settings

Add limb IK and matching

Creature only; enabled by default. Creates supported limb and chain targets with IK/FK matching. Disable for an FK-oriented Rig. A recognized role still needs a valid connected chain.

Chain rotation limit (degrees)

Default 45°; range 0–180°. Used when generating long-chain IK. Available when Creature IK is enabled. Rebuild after changing it; this is not a universal anatomical limit for every joint.

Control size (1 = auto-fit)

Default 1; range 0.1–5. Scales visible control shapes around their fitted size. Joint pivots stay in place. Change before building a new Rig; it does not scale the Mesh.

Add morph controls · Create a morph control board

Morph controls drive existing Mesh Morph Targets. The board arranges those controls beside the face. Enabling the board enables morph controls; disabling morph controls also disables the board. Both start enabled for Creature, disabled for Props.

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Preview & selection

RIG · PHYSICS · SKELETON · MESH

Switch the layout view. RIG shows planned controls, PHYSICS shows collision layout, SKELETON shows bone structure, MESH emphasizes the surface. Use Open Rig for posing and Open Physics for simulation.

Mesh · Bones · Controls · Labels

Independent visibility switches for the surface, bone lines, control shapes and names. Hiding a layer does not exclude bones from the build. Select an element to highlight its linked controls.

Details · Selected group · Unlit · Focus Mesh

Details reveals fine controls. Selected group isolates the current group while retaining Global. Unlit removes lighting distractions. Focus Mesh fits the model into view. These switches affect the preview only.

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Control shapes & colors

CONTROLS THAT WORK TOGETHER
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Illustration · English labels · CONTROLS THAT WORK TOGETHER
Left
Right
Center / Global

Global · COG · FK

Global moves the whole Rig and exposes scale. Use uniform scale with IK. COG positions the body when mapped. FK controls rotate joints; children follow their hierarchy. A visible shape offset does not move the joint pivot.

Left · Right · Center / Global

Left-side controls are blue; right-side controls are red. Central and Global controls are yellow. Sides are relative to the character. These are CRC’s current color conventions, not an Epic certification requirement.

Move (W) · Rotate (E)

Straight arrows indicate movement; curved arrows indicate rotation. Select the handle, then use W or E. Small handles are offset outside the skin. An arrow is a visual cue; actual limits come from the control or solver settings.

Global > Show detail controls / Show face controls / Show face board

Detail controls start hidden; face controls start visible. The Morph Board starts visible when requested. Change these Global channels in the generated Rig. They are separate from the plugin preview’s Details switch.

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Limbs, IK / FK & spaces

CONTROLS THAT WORK TOGETHER
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Illustration · English labels · CONTROLS THAT WORK TOGETHER

IK_... · PV_...

Move IK to place the hand or foot; move PV to choose the elbow or knee’s bend direction. The solver bends a valid two-segment limb. Rotating individual FK joints is a different way to pose that limb.

IK / FK · Match to IK · Match to FK

IK / FK: 0 = FK, 1 = IK. Match to IK places the goal and pole at the current FK pose, then switches. Match to FK fits FK controls to the solved pose. Matching is a one-shot action; key the resulting controls and blend.

Space picker

Hand goals follow the mapped ancestor above the arm; foot goals start in Global space. Use Unreal’s space picker where spaces are available. Check the pose when switching; Global scale should remain uniform with IK.

HeelRoll · BallRoll · ToeRoll

A mapped toe-base child adds foot-roll channels in degrees. Use them to roll over heel, ball and toe pivots. Confirm the generated pivots and forward direction before animating a walk.

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Fingers, tails, hair & wings

CONTROLS THAT WORK TOGETHER
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Illustration · English labels · CONTROLS THAT WORK TOGETHER

CHAIN_...

Connected fingers, toes, axial sections, tails, hair and cloth need at least three included rotational bones. Longer limb, wing and arthropod chains need four. Unsupported or shorter paths use FK. Each finger branch gets its own valid chain.

Chain IK / FK · Match chain to IK · Match chain to FK

Move the straight-arrow CHAIN target to bend the whole connected chain without changing segment lengths. 0 = FK, 1 = IK. Matching transfers the current pose between modes. Match to FK reveals individual curved-arrow joint handles.

GUIDE_... · Chain curl (degrees)

GUIDE, visible with detail controls, selects an initial bend direction for a straight chain. Chain curl distributes FK rotation on supported appendage roots. At full IK the endpoint still follows its target. These are posing controls, not cloth or hair simulation.

Chain tip & attachment

Finger, toe and soft-appendage goals act at the last bone pivot, not at the Mesh’s surface tip. They control position; the tip keeps its local FK orientation relative to its parent. Parent attachment follows the mapped Skeleton hierarchy.

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Face, Jaw & Morph Board

FACE: BONES & MORPH TARGETS
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Illustration · English labels · FACE: BONES & MORPH TARGETS

EYE_AIM_... · Eye aim

Move the recognized eye-group target to aim the eyes. Eye aim = 0 uses individual FK rotations; 1 uses the target. The source must contain suitable eye bones.

Jaw lower / Rotate · Jaw upper / Rotate

Select the yellow curved arrow in front of the mouth and press E. Rotation occurs at the jaw joint. Map missing recognition to JAW_LOWER or JAW_UPPER; beaks use BEAK_LOWER or BEAK_UPPER. A jaw bone must exist.

Face bone controls

Yellow straight arrows move facial patches; curved arrows rotate facial joints. Show face controls toggles the main set; Show detail controls exposes finer handles. These controls pose bones, independently of Morph Targets.

Morph Board · MORPH_<target>

Enable both morph options before building. Select an expression’s board arrow and drag on its horizontal axis, or edit its value. 0 removes that morph; 1 applies its authored full shape. The board uses the Mesh’s original Morph Target names.

Focus Morph Board · CTRL_Morphs

After Analyze, use Focus Morph Board to frame the board in the preview. In the generated Rig hierarchy, find CTRL_Morphs. Enable the morph options before building. The board follows the head, or Global when no head is available, and controls only the Mesh’s existing Morph Targets.

No Morph Targets

Without source Morph Targets there is no expression board to generate. Use mapped face bones, or author and import Morph Targets first. CRC does not invent expressions, missing jaw bones or a facial capture setup.

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Physics Asset

CREATURE: FROM MESH TO RIG
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Illustration · English labels · CREATURE: FROM MESH TO RIG

Create a new Physics Asset

Enabled by default. Builds a separate Physics Asset alongside the Rig. The source Mesh’s existing Physics Asset is not assigned automatically; use Assign Physics to Mesh when you want the new one.

Minimum physics size (cm)

Default 5 cm; range 0.01–10000 cm. Controls the initial body selection threshold. Smaller values admit smaller bodies. This is not a uniform radius or an instruction to inflate every collision shape.

Separate detail Physics bodies

Creature only; off by default. Off merges crowded fine detail and suitable short chain links while retaining main joints and branch anchors. On keeps detail bodies. Rig controls are unaffected; more bodies are not automatically better.

Bodies & constraints

Shapes fit assigned LOD0 skin: rounded regions use spheres or capsules; broad or flat regions use compact convex shapes. Retained bodies connect through Skeleton ancestors. Neighboring and rest-overlapping pairs have self-collision disabled; other pairs and the environment can collide.

Open Physics: inspect and simulate

Inspect body fit, connected constraints and intended angular ranges. Creature joints lock translation and limit rotation; tune ranges for the character. Physics and Control Rig are separate outputs: configure simulation/animation blending in your animation setup.

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Props: mechanisms

PROPS: HINGES, SLIDERS & LIMITS
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Illustration · English labels · PROPS: HINGES, SLIDERS & LIMITS
Plugin screenshot: props
UI
Plugin screenshot · PROPS

Props workflow

Select the mechanical Skeletal Mesh, Analyze and review roles, then Build Assets. Skeleton-generated props carry saved axes and ranges. An imported prop’s role name alone does not provide a hinge axis or travel limit.

Fixed · Rotate · Slide

Authored Fixed parts stay attached, Rotate controls follow a hinge axis, and Slide controls follow a translation axis. Their ranges come from the saved rules. Creature limb IK and Separate detail Physics bodies are unavailable in Props.

Prop Physics requirements

Automatic mechanical Physics requires explicit movement rules and stationary geometry assigned to Root. If an imported Skeletal Mesh lacks those rules, define the assembly in Skeleton or author its Physics Asset manually in Unreal.

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Skeleton: rigid assemblies

SKELETON: BUILD THE BONES FIRST
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Illustration · English labels · SKELETON: BUILD THE BONES FIRST
Plugin screenshot: skeleton
UI
Plugin screenshot · SKELETON

Source Mesh → Auto Setup → Preview → Create Skeleton + Mesh

Choose a Source Mesh and optional Base Mesh, pick a preset, then use Auto Setup. Review Parts, Targets, pivots and limits in Preview. Create Skeleton + Mesh saves the assembly; Use in Props sends it to the rigging workspace.

Rigid · Door · Lid · Slider

Rigid creates a fixed object. Door uses a local Z hinge; Lid uses a local Y hinge. Slider moves along local X. Auto Setup fits the pivot and motion range to the source geometry. Review these suggestions before saving.

Auto Setup · Source Mesh · Base Mesh

Source Mesh is the moving part; Base Mesh is optional and stays fixed. Opposite Hinge selects the other edge. Reverse Motion reverses the opening direction. Use Mesh Pivot uses the source origin. Auto Setup refits the setup; changing Source Mesh or Base Mesh starts a new assembly.

Examples

Examples supplies complete Rigid object, Door and frame, Chest and lid, and Drawer and cabinet setups using engine Cube meshes. Preview and adjust them before creating assets. Examples alone does not save a Skeleton.

Parts: Mesh · Transform · Target · Material Slot

Mesh selects a Static Mesh; Transform places it in assembly coordinates. Target: 0 = Root, 1 = first target. Material Slot: -1 uses the whole Mesh; another index uses that material region. Split moving regions into separate entries.

Root Name · Targets: Name · Parent · Pivot

Root Name defaults to Root. Each target needs a distinct Name. Parent 0 means Root; other values must reference an earlier target. Pivot is the joint position in assembly coordinates, not a visual handle offset.

Motion · Axis · Minimum · Maximum

Motion: Fixed, Rotate or Slide. Give a nonzero Axis. Minimum and Maximum use degrees for Rotate, centimeters for Slide; the range must include zero. Rotation stays within -180° to 180°. Fixed parts remain stationary relative to their parent.

Preview · Motion range · Focus · Structure

Preview refreshes the assembled view. Motion range, or Motion Preview in the panel, runs from 0 = Minimum to 1 = Maximum for every target. Focus frames the assembly. Structure shows pivots, axes and parent links.

Asset Name · Output Folder · Create Skeleton + Mesh · Open Output · Use in Props

Defaults: Prop and /Game/GeneratedRigs. Create Skeleton + Mesh saves new assets. Open Output opens the last created Mesh. Use in Props sends that Mesh to Props for controls and optional Physics. It is available after creation.

Rigid binding & source geometry

Each part is bound entirely to its target bone. Separate fused moving sections into parts or material regions. Uses editable LOD0; extra LODs, cloth, Morph Targets and sockets are not transferred. Bake mirrored/negative transforms into the Static Mesh first.

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Animation Repair: workspace

Plugin screenshot: repair
UI
Plugin screenshot · REPAIR

Source · Preview Mesh

Choose an Animation Sequence and a Preview Mesh using the same Skeleton. The preview is a temporary processed copy. Save Result writes a new Animation Sequence; your Source remains unchanged.

Add Operation · Steps · Enabled

Add Operation appends one of 24 operations. Steps execute from top to bottom. Expand an entry to edit it; Enabled skips or includes it. Reorder entries before previewing because each operation receives the previous result.

Add (+) · Remove · Duplicate · Move · Details search

Array controls add, duplicate, remove or reorder entries such as Steps, Parts, Targets and keys. Removing an entry is different from disabling a step. The Details search filters visible fields; it does not change your recipe.

Preview · Live Preview · Save Result · Open Output

Preview processes current settings. Live Preview refreshes after edits; turn it off for heavy recipes and preview manually. Save Result processes and saves a new clip. Open Output opens the last saved result.

Focus · Structure · Play / Pause · Timeline · Original

Focus frames the Mesh; Structure toggles bone lines. Play/Pause controls playback. Drag the timeline or enter seconds to seek; seeking pauses playback. Original / Show Original compares Source at the same time in seconds, not normalized progress.

Output Folder · Asset Name · Output FPS · Pose Folder

Output Folder defaults to /Game/ProcessedMotion. Empty Asset Name derives names from each source. Output FPS: 0 keeps source rate; range 0–240. Pose Folder defaults to /Game/ProcessedMotion/Poses. Use /Game content paths.

Supported source clips

Use editable absolute sequences. Bake additive animation and transform curves first. Time edits and secondary clips with unsupported custom animated attributes are rejected to avoid losing them. Float and morph curves are sampled at output FPS when retimed.

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All 24 operations

01Normalize Start

Moves the selected interval’s initial position and orientation to Translation and Rotation. Target defaults to Root. Useful before joining clips recorded at different starting locations.

Available fields

ROOT MOTION: PLACE, HOLD, EXTRACT
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Illustration · English labels · ROOT MOTION: PLACE, HOLD, EXTRACT

02In Place

Holds selected translation and rotation channels at their initial values. Planar preserves height and non-yaw rotation. Use for a stationary version of a traveling animation.

Available fields

ROOT MOTION: PLACE, HOLD, EXTRACT
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Illustration · English labels · ROOT MOTION: PLACE, HOLD, EXTRACT

03Extract Root Motion

Transfers Source movement to the hierarchy Root and enables Root Motion. Source and Target must differ. Compensate can preserve descendant component-space positions while the parent changes.

Available fields

ROOT MOTION: PLACE, HOLD, EXTRACT
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Illustration · English labels · ROOT MOTION: PLACE, HOLD, EXTRACT

04Transfer Motion

Transfers the Source’s displacement and rotation change to Target, relative to the interval start. Select channels, Planar and Compensate as needed; this is not a retargeter between Skeletons.

Available fields

REPAIR TRANSFORMS & ALIGN TARGETS
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Illustration · English labels · REPAIR TRANSFORMS & ALIGN TARGETS

05Offset

Adds Translation and Rotation to Target during the range. Weight blends the correction. Compensate keeps descendants in place when enabled; disable it when the whole branch should follow.

Available fields

REPAIR TRANSFORMS & ALIGN TARGETS
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Illustration · English labels · REPAIR TRANSFORMS & ALIGN TARGETS

06Snap Targets

Copies selected transform channels from each Pairs.Source to Pairs.Target. Add at least one valid pair; destinations must be unique. Weight and Compensate control blending and descendant behavior.

Available fields

REPAIR TRANSFORMS & ALIGN TARGETS
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Illustration · English labels · REPAIR TRANSFORMS & ALIGN TARGETS

07Change Direction

Rotates the path and orientation around Pivot by Rotation. Interpolate Direction gradually applies that turn across Start–End; disabled applies the full turn throughout the interval.

Available fields

SHAPE THE ANIMATION PATH
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Illustration · English labels · SHAPE THE ANIMATION PATH

08Smooth Trajectory

Smooths the selected transform track using Smooth Radius in frames and Weight. The interval endpoints stay fixed. Increase the radius gradually; excessive smoothing can erase deliberate accents.

Available fields

SHAPE THE ANIMATION PATH
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Illustration · English labels · SHAPE THE ANIMATION PATH

09Edit Trajectory

Replaces selected position and heading channels using Path keys. Needs two or more distinct increasing times. Spline uses cubic interpolation; switch it off for straight segments if the path overshoots.

Available fields

SHAPE THE ANIMATION PATH
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Illustration · English labels · SHAPE THE ANIMATION PATH

10Reverse

Reverses the clip or Start–End interval, including curve and event timing. Split a notify state that crosses a partial-reverse boundary, or reverse the whole clip.

Available fields

REVERSE TIME. MIRROR THE POSE.
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Illustration · English labels · REVERSE TIME. MIRROR THE POSE.

11Mirror

Mirrors the pose on Mirror Axis with bone Pairs and optional chain masks. Review suggested pairs. Curve Pairs swap named curves; mismatched left/right names need manual correction.

Available fields

REVERSE TIME. MIRROR THE POSE.
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Illustration · English labels · REVERSE TIME. MIRROR THE POSE.

12Make Loop

Blends the final Duration seconds toward the interval’s first pose and curve values. Chain masks limit affected bones. This closes the pose; timing at the seam may still need adjustment.

Available fields

CLOSE THE LOOP. EXTEND THE MOTION.
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Illustration · English labels · CLOSE THE LOOP. EXTEND THE MOTION.

13Trim

Keeps Start–End, removes the rest and shifts retained events to the new timeline. Later recipe steps use the trimmed clip’s time, starting at zero.

Available fields

KEEP THE MOMENT. CUT THE REST.
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Illustration · English labels · KEEP THE MOMENT. CUT THE REST.

14Change Speed

Changes speed only inside Start–End and shifts later content. Speed 2 halves the interval duration; 0.5 doubles it. Curves and event timing follow the new timeline.

Available fields

CONTROL SPEED & TIME
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Illustration · English labels · CONTROL SPEED & TIME

15Hold Frame

Inserts a hold of Duration seconds at Start. Following animation and events move later. For a pause at two seconds, set Start = 2 and choose the pause Duration.

Available fields

PAUSE THE ACTION. SAVE THE POSE.
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Illustration · English labels · PAUSE THE ACTION. SAVE THE POSE.

16Remove Range

Cuts Start–End and joins the remaining timeline. The removed interval must be shorter than the whole clip. Events inside it are removed or clipped as appropriate.

Available fields

KEEP THE MOMENT. CUT THE REST.
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Illustration · English labels · KEEP THE MOMENT. CUT THE REST.

17Blend

Mixes Other into the interval using Weight and Ease. Other must share the same Skeleton. Other Start selects its starting point; Speed controls its playback. Masks limit affected bone branches.

Available fields

COMBINE ANIMATION CLIPS
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Illustration · English labels · COMBINE ANIMATION CLIPS

18Insert Clip

Inserts an excerpt of Other at Start and extends the timeline. Duration is output insertion time, capped by available source frames and Speed. Match Root aligns the inserted path and continuing root motion.

Available fields

COMBINE ANIMATION CLIPS
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Illustration · English labels · COMBINE ANIMATION CLIPS

19Apply Pose

Samples Other at Other Start and blends that static pose over Start–End. Use Weight, Ease and chain masks to apply only the required part of the pose.

Available fields

POSE THE BODY. KEEP THE PATH.
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Illustration · English labels · POSE THE BODY. KEEP THE PATH.

20Keep Root Motion

Keeps the Root track, resets other bones to reference pose and enables Root Motion. Removes curves, animated attributes, notifies and sync markers from the output. Applies to the whole clip.

Available fields

POSE THE BODY. KEEP THE PATH.
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Illustration · English labels · POSE THE BODY. KEEP THE PATH.

21Capture Pose

Samples the frame at Start and replaces the clip with a short static Animation Sequence. Preserves sampled float curves, clears notifies and markers, and disables Root Motion.

Available fields

PAUSE THE ACTION. SAVE THE POSE.
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Illustration · English labels · PAUSE THE ACTION. SAVE THE POSE.

22Repeat Range

Repeats Start–End Repetitions times in total; 1 leaves it unchanged. Match Root accumulates the path between copies. Repeated events are retimed with their corresponding segments.

Available fields

CLOSE THE LOOP. EXTEND THE MOTION.
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Illustration · English labels · CLOSE THE LOOP. EXTEND THE MOTION.

23Time Map

Remaps the whole timeline using Time Keys. Output Time must strictly increase from zero; Source Time must not decrease. Equal source times create a hold. Use Reverse for backwards playback.

Available fields

CONTROL SPEED & TIME
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Illustration · English labels · CONTROL SPEED & TIME

24Edit Curve

Sets a named float or morph curve from Curve Keys, blended by Weight inside Start–End. Key times must be distinct and increasing. Use the exact curve or Morph Target name.

Available fields

EDIT CURVES. REUSE THE WORKFLOW.
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Illustration · English labels · EDIT CURVES. REUSE THE WORKFLOW.
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Operation parameters

Enabled · Operation · Start · End

Enabled includes the step. Operation selects its action and visible fields. Start/End are seconds in this step’s input clip; End 0 means its end. Timing snaps to the output frame grid. Earlier edits may change these times.

Source · Target · Pairs · Curve Pairs

Source/Target name bones; empty Target uses Root where offered. Each Pairs entry has Source and Target. Snap copies Source to Target; Mirror swaps paired sides. Curve Pairs names curves rather than bones. Review pairs before processing.

Include Chains · Exclude Chains

Names identify starting bones and all their descendants. Empty Include Chains includes all bones. Exclude Chains removes its branches from that selection. These masks affect bones; do not assume they also mask float or morph curves.

Translation (checkbox) · Rotation (checkbox) · Planar · Compensate

Checkboxes choose changed channels. Planar limits travel changes to XY and yaw, preserving height. Compensate preserves descendant component-space poses when changing a parent; off lets the branch follow. All four default to enabled where used.

Weight · Ease · Other · Other Start · Match Root

Weight: 0–1, default 1. Ease: blend-in/out seconds, default 0.15. Other: secondary clip with the same Skeleton. Other Start: sample/start time in it. Match Root aligns its root with the receiving pose, or accumulates motion for Repeat Range.

Translation (vector) · Rotation (rotator) · Pivot · Interpolate Direction

Translation is an offset/target position in cm; Rotation uses degrees. Pivot is Change Direction’s center in component coordinates. Interpolate Direction defaults off; on spreads the requested turn over the interval. These values are separate from channel checkboxes.

Speed · Duration · Repetitions

Speed: 0.05–20, default 1. Duration: seconds, default 0.5; used for holds, loop blending or insertion length. Repetitions: total count 1–100, default 2. The affected operation determines which fields appear.

Mirror Axis · Smooth Radius · Spline · Curve · Curve Keys

Mirror Axis: 0=X, 1=Y, 2=Z; default Y. Smooth Radius: 1–120 frames, default 3. Spline defaults on. Curve is the exact float/morph name; each Curve Keys entry contains Time in seconds and Value.

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Trajectory & time keys

SHAPE THE ANIMATION PATH
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Illustration · English labels · SHAPE THE ANIMATION PATH

Read Root Path · Path: Time, Position, Heading

Read Root Path creates Edit Trajectory keys from the latest valid preview or Source. Path.Time is seconds in the current clip; Position is component-space XYZ in cm; Heading is yaw in degrees. Two distinct increasing times are required.

XY path editor · Shift-click · Spline

Drag points to edit XY. Shift-click adds a point. Edit height, time and heading in the Path entries. Delete a Path entry to remove its point. The panel edits the last Edit Trajectory step; later steps can change the final result.

Time Keys: Output Time · Source Time

Each key maps an output second to a source second. Example: (0,0), (1,1), (2,1), (3,2) inserts a one-second hold. Output starts at zero and strictly increases; source stays within the clip and never decreases.

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Recipes, batch & poses

EDIT CURVES. REUSE THE WORKFLOW.
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Illustration · English labels · EDIT CURVES. REUSE THE WORKFLOW.

Suggest Mirror Pairs

Adds a Mirror operation with suggested bone pairs. Check left/right matches, Mirror Axis and masks before saving. Curve Pairs are entered separately; this button does not suggest curve pairs.

Save Recipe · Load Recipe

Save Recipe writes operations and output settings to JSON. Load Recipe restores them while keeping Source and Batch. Secondary asset references must exist in the project or engine content. A recipe stores settings, not copies of its clips.

Batch · Process Batch · Cancel

Add source Animation Sequences to Batch. Process Batch applies the recipe separately to each unique source. Cancel takes effect between clips; already saved results stay. The status reports saved, failed and remaining clips; failures include details in Output Log.

Save Pose

Captures the displayed pose at the current preview time into Pose Folder as a short Animation Sequence. Choose Original first to capture the source pose. Reuse the saved asset as Other in Apply Pose; it is not a Pose Asset library.

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Outputs, graph & baking

CR_<Mesh> · PHYS_<Mesh>

CR is the editable Control Rig Blueprint; PHYS is the optional Physics Asset. Current Rigs use Unreal’s stock Control Shape Library. Older Rigs may reference a CR_<Mesh>_Resources folder: keep it if the Rig still depends on it.

Forwards Solve · Backwards Solve

Forwards Solve drives bones from controls. Backwards Solve fits controls to incoming animation for baking. Open named functions to inspect detail logic. Backwards Solve reconstructs the pose, not the animator’s original IK/FK blends or procedural choices.

Sequencer · Bake To Control Rig

Add the animated character to Sequencer. Use the character track’s Bake To Control Rig command and select the generated Rig. Review the baked pose and curves. These are Unreal’s Sequencer tools, not extra CRC toolbar buttons.

Migrate

Use Unreal’s Migrate command to move the Rig and its project dependencies. The destination also needs the relevant engine Control Rig resources. Copying only the CR asset is insufficient.

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Editor preferences

Project Settings > Plugins > Control Rig Creator

Left Panel Width: initial width hint, default 420, range 320–640. The main splitter can also resize panels. Interface language is saved per user and project using the plugin’s top-bar menu.

Show Grid · Auto Frame Mesh · Show Mesh · Show Bones · Show Labels · Default Preview Mode

Grid, Auto Frame Mesh and Mesh start on; Bones and Labels off. Default Preview Mode accepts Rig, Physics, Skeleton or Mesh; default Rig. These initialize the Rig preview when it is created. Documentation URL and Website URL are read-only links.

CRC / 23

Troubleshooting & support

Build failed · Copy error details

Copy error details copies the complete last error for support; it does not send anything. Check the named bone, missing source data, output path or failed action. Include plugin/engine versions and reproduction steps when contacting Pautinka.

Only one joint moves · Hidden controls · No Morph Board

Check chain roles, inclusion and parent continuity; then use CHAIN or IK rather than a single FK joint. Reveal Global’s detail/face channels. For Morph Board, confirm source Morph Targets and both build options, then generate a new Rig.

Physics jitter or exploding bodies

In Open Physics, inspect intersecting bodies and their collision pairs. Test without gravity to reveal misaligned constraints; correct fit and joint frames first. Use modest damping. Tiny bodies may need fewer detail bodies or physics substepping. See Epic’s linked guide.

Empty preview · Different timing · Missing plugin

For animation, use a Preview Mesh with the source Skeleton and refresh Preview. After timing edits, Original compares equal seconds, so poses may differ intentionally. If CRC is missing, verify Plugins/ControlRigCreator, rebuild, enable the plugin and restart Unreal.

CRC / 24

Dictionary reference

Original dictionary records. IDs, aliases and authored descriptions remain in their source language. These are recognition references, not additional one-click presets.

324

Creature / Roles (174)
TECH_ROOT
family
core
multiplicity
singleton
aliases
armature_root, global_root, origin, root, root_bone, rootbone, skeleton_root
anatomy terms
tags
technical, tree_root
topology
parent families
child families
core
chain behavior
none
structural importance
major
notes
Technical tree root may have no weighted vertices.
MOTION_ROOT
family
core
multiplicity
singleton
aliases
motion_root, motionroot, root_motion, rootmotion, trajectory, trajectory_root
anatomy terms
tags
root_motion, technical
topology
parent families
core
child families
core
chain behavior
none
structural importance
major
BODY_ROOT
family
core
multiplicity
singleton
aliases
base_body, basebody, body_base, body_root, bodybase, bodyroot, main_body, mainbody
anatomy terms
tags
central, major_branch_point
topology
parent families
core
child families
core, axial, limb_root, appendage_root
chain behavior
none
structural importance
major
BODY_CORE
family
core
multiplicity
repeated_allowed
aliases
body_core, bodycore, center_body, centerbody, centre_body, centrebody, core, core_body, corebody
anatomy terms
tags
central, major_branch_point, radial_possible
topology
parent families
core
child families
core, axial, limb_root, appendage_root, face
chain behavior
none
structural importance
major
CENTER_OF_MASS
family
core
multiplicity
singleton
aliases
center_gravity, center_of_mass, centergravity, centerofmass, centre_of_mass, centreofmass, cog, com
anatomy terms
tags
central, technical
topology
parent families
core
child families
chain behavior
none
structural importance
aux
PELVIS
family
core
multiplicity
singleton
aliases
c_hips, hip, hip_master, hipmaster, hips, pelvis, pelvis_root, pelvisroot, waist_root, waistroot
anatomy terms
hips, pelvis
tags
bilateral_limb_origin, central
topology
parent families
core
child families
axial, limb_root, appendage_root
chain behavior
none
structural importance
major
SACRUM
family
core
multiplicity
singleton
aliases
sacral, sacral_base, sacrum
anatomy terms
sacrum
tags
central
topology
parent families
core
child families
axial, appendage_root
chain behavior
none
structural importance
medium
THORAX
family
core
multiplicity
repeated_allowed
aliases
chest_body, chestbody, thoracic, thorax, upper_body_core, upperbodycore
anatomy terms
thorax
tags
central, major_branch_point, multi_limb_origin
topology
parent families
core, axial
child families
core, limb_root, appendage_root, axial
chain behavior
none
structural importance
major
ABDOMEN_CORE
family
core
multiplicity
repeated_allowed
aliases
abdomen, abdominal, belly, opisthosoma, rear_body, rearbody
anatomy terms
abdomen, opisthosoma
tags
central, rear_core
topology
parent families
core, axial
child families
appendage_root, axial, limb_root
chain behavior
none
structural importance
major
CEPHALOTHORAX
family
core
multiplicity
repeated_allowed
aliases
carapace, carapace_root, cephalothorax, prosoma, prosoma_root
anatomy terms
cephalothorax, prosoma
tags
arachnid_core, major_branch_point, multi_limb_origin
topology
parent families
core
child families
core, limb_root, face, appendage_root
chain behavior
none
structural importance
major
MANTLE
family
core
multiplicity
repeated_allowed
aliases
mantle, mantle_body, mantle_root, mantlebody
anatomy terms
mantle
tags
cephalopod_core
topology
parent families
core
child families
appendage_root, face
chain behavior
none
structural importance
major
SHELL_CORE
family
core
multiplicity
repeated_allowed
aliases
armor_shell, carapace_shell, shell, shell_root
anatomy terms
tags
rigid_core, shell
topology
parent families
core
child families
appendage_root
chain behavior
none
structural importance
medium
SPINE_SEGMENT
family
axial
multiplicity
chain
aliases
back, back_bone, backbone, spinal, spine, spine_bone, spinebone, torso_spine, vertebra, vertebral
anatomy terms
spine, vertebra
tags
central_chain, ordered_chain
topology
parent families
core, axial
child families
axial, limb_root
chain behavior
ordered
structural importance
major
CHEST
family
axial
multiplicity
singleton_or_chain_member
aliases
chest, lower_chest, lowerchest, rib_cage, ribcage, ribs, sternum
anatomy terms
chest, ribcage, sternum
tags
central, upper_limb_branch_region
topology
parent families
axial
child families
axial, limb_root, appendage_root
chain behavior
none
structural importance
major
UPPER_CHEST
family
axial
multiplicity
singleton_or_chain_member
aliases
chest_upper, chestupper, upper_chest, upper_torso, upperchest, uppertorso
anatomy terms
tags
central, upper_limb_branch_region
topology
parent families
axial
child families
axial, limb_root, appendage_root
chain behavior
none
structural importance
major
NECK_SEGMENT
family
axial
multiplicity
chain
aliases
cervical, cervix, neck, neck_base, neck_bone, neckbase, neckbone
anatomy terms
cervical, neck
tags
central_chain, ordered_chain
topology
parent families
axial, core
child families
axial, face, appendage_root
chain behavior
ordered
structural importance
major
HEAD
family
axial
multiplicity
repeated_allowed
aliases
cranium, cranium_root, head, head_base, headbase, skull
anatomy terms
cranium, head, skull
tags
face_parent, terminal_core
topology
parent families
axial, core
child families
face, appendage_root
chain behavior
none
structural importance
major
HEAD_END
family
axial
multiplicity
repeated_allowed
aliases
head_end, head_top_end, headend, headtop_end, skull_end
anatomy terms
tags
technical, terminal
topology
parent families
axial
child families
chain behavior
none
structural importance
aux
LIMB_ROOT
family
limb_root
multiplicity
repeated
aliases
appendage_root, extremity_root, limb_root, limbroot
anatomy terms
tags
repeated_chain_origin
topology
parent families
core, axial
child families
limb
chain behavior
none
structural importance
major
LIMB_SEGMENT
family
limb
multiplicity
repeated_chain
aliases
appendage_segment, limb, limb_segment, limbsegment, segment
anatomy terms
tags
articulated_limb, ordered_chain
topology
parent families
limb_root, limb
child families
limb, limb_end
chain behavior
ordered
structural importance
major
BEND_JOINT
family
limb
multiplicity
repeated
aliases
bend, bend_joint, bendjoint, hinge, joint_bend
anatomy terms
tags
bend_joint
topology
parent families
limb
child families
limb
chain behavior
none
structural importance
medium
END_EFFECTOR
family
limb_end
multiplicity
repeated
aliases
effector, end, end_effector, end_point, endpoint, terminal, tip
anatomy terms
tags
terminal
topology
parent families
limb, appendage
child families
chain behavior
none
structural importance
medium
SHOULDER
family
limb_root
multiplicity
paired_or_repeated
aliases
shoulder, shoulder_joint, shoulderjoint
anatomy terms
shoulder
tags
limb_origin
topology
parent families
axial, core
child families
limb
chain behavior
none
structural importance
major
CLAVICLE
family
limb_root
multiplicity
paired_or_repeated
aliases
clavicle, collar, collar_bone, collarbone
anatomy terms
clavicle
tags
bilateral_common, limb_origin
topology
parent families
axial
child families
limb
chain behavior
none
structural importance
major
SCAPULA
family
limb_root
multiplicity
paired_or_repeated
aliases
scap, scapula, shoulder_blade, shoulderblade
anatomy terms
scapula
tags
bilateral_common, limb_origin
topology
parent families
axial, core
child families
limb
chain behavior
none
structural importance
medium
UPPER_ARM
family
limb
multiplicity
paired_or_repeated
aliases
arm_upper, armupper, humerus, shldr, shoulder_arm, shoulderarm, up_arm, uparm, upper_arm, upperarm
anatomy terms
humerus
tags
articulated_limb, proximal_segment
topology
parent families
limb_root, axial, core
child families
limb
chain behavior
none
structural importance
major
ELBOW
family
limb
multiplicity
paired_or_repeated
aliases
elbow, elbow_joint, elbowjoint, olecranon
anatomy terms
elbow
tags
bend_joint
topology
parent families
limb
child families
limb
chain behavior
none
structural importance
medium
LOWER_ARM
family
limb
multiplicity
paired_or_repeated
aliases
arm_lower, armlower, fore_arm, forearm, lower_arm, lowerarm, radius, radius_ulna, radiusulna, ulna
anatomy terms
forearm, radius, ulna
tags
articulated_limb, distal_segment
topology
parent families
limb
child families
limb_end
chain behavior
none
structural importance
major
WRIST
family
limb_end
multiplicity
paired_or_repeated
aliases
carpal, wrist, wrist_joint, wristjoint
anatomy terms
carpus, wrist
tags
end_effector_region
topology
parent families
limb
child families
limb_end, digit
chain behavior
none
structural importance
major
PALM
family
limb_end
multiplicity
paired_or_repeated
aliases
hand_palm, handpalm, manus, palm
anatomy terms
manus, palm
tags
digit_cluster_origin
topology
parent families
limb, limb_end
child families
digit
chain behavior
none
structural importance
medium
HAND
family
limb_end
multiplicity
paired_or_repeated
aliases
hand, hand_root, handroot, manus_root
anatomy terms
hand, manus
tags
digit_cluster_origin, end_effector
topology
parent families
limb, limb_end
child families
digit
chain behavior
none
structural importance
major
ARM_END
family
limb_end
multiplicity
paired_or_repeated
aliases
arm_end, armend, hand_end, handend
anatomy terms
tags
technical, terminal
topology
parent families
limb, limb_end
child families
chain behavior
none
structural importance
aux
HIP_JOINT
family
limb_root
multiplicity
paired_or_repeated
aliases
coxofemoral, hip_joint, hipjoint, leg_root, legroot
anatomy terms
hip joint
tags
limb_origin
topology
parent families
core
child families
limb
chain behavior
none
structural importance
major
UPPER_LEG
family
limb
multiplicity
paired_or_repeated
aliases
femur, leg_upper, legupper, thigh, up_leg, upleg, upper_leg, upperleg
anatomy terms
femur, thigh
tags
articulated_limb, proximal_segment
topology
parent families
core, limb_root
child families
limb
chain behavior
none
structural importance
major
KNEE
family
limb
multiplicity
paired_or_repeated
aliases
knee, knee_joint, kneejoint, stifle
anatomy terms
knee, stifle
tags
bend_joint
topology
parent families
limb
child families
limb
chain behavior
none
structural importance
medium
PATELLA
family
limb
multiplicity
paired_or_repeated
aliases
knee_cap, kneecap, patella
anatomy terms
patella
tags
aux_joint
topology
parent families
limb
child families
chain behavior
none
structural importance
minor
LOWER_LEG
family
limb
multiplicity
paired_or_repeated
aliases
calf, fibula, leg_lower, leglower, low_leg, lower_leg, lowerleg, lowleg, shin, tibia, tibia_fibula, tibiafibula
anatomy terms
fibula, shin, tibia
tags
articulated_limb, distal_segment
topology
parent families
limb
child families
limb_end
chain behavior
none
structural importance
major
ANKLE
family
limb_end
multiplicity
paired_or_repeated
aliases
ankle, ankle_joint, anklejoint, talocrural
anatomy terms
ankle
tags
end_effector_region
topology
parent families
limb
child families
limb_end, digit
chain behavior
none
structural importance
major
HOCK
family
limb_end
multiplicity
paired_or_repeated
aliases
hock, hock_joint, hockjoint
anatomy terms
hock
tags
end_effector_region, quadruped
topology
parent families
limb
child families
limb_end
chain behavior
none
structural importance
major
CARPUS
family
limb_end
multiplicity
paired_or_repeated
aliases
carpal, carpus, fore_wrist, front_wrist
anatomy terms
carpus
tags
forelimb, quadruped
topology
parent families
limb
child families
limb_end, digit
chain behavior
none
structural importance
medium
METACARPUS
family
limb_end
multiplicity
paired_or_repeated
aliases
fore_pastern, front_pastern, metacarpal_group, metacarpus
anatomy terms
metacarpus
tags
forelimb, quadruped
topology
parent families
limb_end
child families
digit
chain behavior
none
structural importance
medium
TARSUS
family
limb_end
multiplicity
paired_or_repeated
aliases
hind_ankle, rear_ankle, tarsal, tarsus
anatomy terms
tarsus
tags
hindlimb, quadruped
topology
parent families
limb
child families
limb_end, digit
chain behavior
none
structural importance
medium
METATARSUS
family
limb_end
multiplicity
paired_or_repeated
aliases
hind_pastern, metatarsal_group, metatarsus, rear_pastern
anatomy terms
metatarsus
tags
hindlimb, quadruped
topology
parent families
limb_end
child families
digit
chain behavior
none
structural importance
medium
FOOT
family
limb_end
multiplicity
paired_or_repeated
aliases
feet, foot, hind_foot, hindfoot, pes
anatomy terms
foot, pes
tags
digit_cluster_origin, end_effector
topology
parent families
limb, limb_end
child families
digit
chain behavior
none
structural importance
major
FOOT_BALL
family
limb_end
multiplicity
paired_or_repeated
aliases
ball, ball_foot, ballfoot, foot_ball, football, toe_base, toebase
anatomy terms
tags
end_effector_region, toe_origin
topology
parent families
limb_end
child families
digit
chain behavior
none
structural importance
medium
HEEL
family
limb_end
multiplicity
paired_or_repeated
aliases
calcaneus, heel, heel_bone, heelbone
anatomy terms
calcaneus, heel
tags
foot_aux
topology
parent families
limb_end
child families
chain behavior
none
structural importance
medium
PAW
family
limb_end
multiplicity
paired_or_repeated
aliases
fore_paw, forepaw, hind_paw, hindpaw, pad, paw, paw_pad, pawpad
anatomy terms
paw
tags
digit_cluster_origin, quadruped
topology
parent families
limb, limb_end
child families
digit
chain behavior
none
structural importance
major
HOOF
family
limb_end
multiplicity
paired_or_repeated
aliases
hoof, hooves, ungulate_foot, ungulatefoot
anatomy terms
hoof
tags
terminal, ungulate
topology
parent families
limb, limb_end
child families
chain behavior
none
structural importance
major
DEWCLAW
family
digit
multiplicity
paired_or_repeated
aliases
dew_claw, dewclaw, dewclaws
anatomy terms
dewclaw
tags
digit, quadruped
topology
parent families
limb_end
child families
chain behavior
none
structural importance
minor
CLAW
family
digit
multiplicity
repeated
aliases
claw, nail, talon, unguis
anatomy terms
claw, talon
tags
terminal_digit
topology
parent families
digit, limb_end
child families
chain behavior
none
structural importance
minor
COXA
family
arthropod_limb
multiplicity
repeated
aliases
coxa, coxa_joint, coxae
anatomy terms
coxa
tags
arthropod, ordered_limb_segment
topology
parent families
limb_root, arthropod_limb
child families
arthropod_limb, limb_end
chain behavior
ordered
structural importance
major
notes
Proximal arthropod leg segment attached to body.
TROCHANTER
family
arthropod_limb
multiplicity
repeated
aliases
troch, trochanter, trochanter_joint
anatomy terms
trochanter
tags
arthropod, ordered_limb_segment
topology
parent families
limb_root, arthropod_limb
child families
arthropod_limb, limb_end
chain behavior
ordered
structural importance
major
notes
Arthropod segment between coxa and femur.
ARTHROPOD_FEMUR
family
arthropod_limb
multiplicity
repeated
aliases
arthropod_femur, femur_segment, leg_femur
anatomy terms
femur
tags
arthropod, ordered_limb_segment
topology
parent families
limb_root, arthropod_limb
child families
arthropod_limb, limb_end
chain behavior
ordered
structural importance
major
notes
Arthropod leg femur; disambiguate from vertebrate upper leg by core topology.
ARTHROPOD_PATELLA
family
arthropod_limb
multiplicity
repeated
aliases
arthropod_patella, leg_patella, patella_segment
anatomy terms
patella
tags
arthropod, ordered_limb_segment
topology
parent families
limb_root, arthropod_limb
child families
arthropod_limb, limb_end
chain behavior
ordered
structural importance
major
notes
Arachnid patella segment; not always present.
ARTHROPOD_TIBIA
family
arthropod_limb
multiplicity
repeated
aliases
arthropod_tibia, leg_tibia, tibia_segment
anatomy terms
tibia
tags
arthropod, ordered_limb_segment
topology
parent families
limb_root, arthropod_limb
child families
arthropod_limb, limb_end
chain behavior
ordered
structural importance
major
notes
Arthropod tibia segment.
ARTHROPOD_METATARSUS
family
arthropod_limb
multiplicity
repeated
aliases
arthropod_metatarsus, leg_metatarsus, metatarsus_segment
anatomy terms
metatarsus
tags
arthropod, ordered_limb_segment
topology
parent families
limb_root, arthropod_limb
child families
arthropod_limb, limb_end
chain behavior
ordered
structural importance
major
notes
Arachnid metatarsus segment.
ARTHROPOD_TARSUS
family
arthropod_limb
multiplicity
repeated
aliases
arthropod_tarsus, leg_tarsus, tarsus_segment
anatomy terms
tarsus
tags
arthropod, ordered_limb_segment
topology
parent families
limb_root, arthropod_limb
child families
arthropod_limb, limb_end
chain behavior
ordered
structural importance
major
notes
Distal arthropod tarsus segment.
PEDIPALP_BASE
family
arthropod_appendage
multiplicity
paired_or_repeated
aliases
palp, palp_base, pedipalp, pedipalp_base, pedipalpbase
anatomy terms
pedipalp
tags
arachnid, face_adjacent_appendage
topology
parent families
core, face
child families
arthropod_appendage
chain behavior
none
structural importance
medium
PEDIPALP_SEGMENT
family
arthropod_appendage
multiplicity
paired_or_repeated
aliases
palp_segment, palpseg, pedipalp_segment, pedipalpseg
anatomy terms
tags
arachnid, ordered_chain
topology
parent families
arthropod_appendage
child families
arthropod_appendage
chain behavior
ordered
structural importance
medium
CHELICERA
family
face_appendage
multiplicity
paired_or_repeated
aliases
chelicer, chelicera, chelicerae, fang_base, fangbase
anatomy terms
chelicera
tags
arachnid, mouth_appendage
topology
parent families
core, face
child families
face_appendage
chain behavior
none
structural importance
medium
SPINNERET
family
appendage
multiplicity
repeated
aliases
silk_spigot, silkspigot, spinneret, spinnerets
anatomy terms
spinneret
tags
arachnid, posterior_appendage
topology
parent families
core
child families
chain behavior
none
structural importance
minor
STINGER
family
appendage
multiplicity
singleton_or_repeated
aliases
sting, stinger, telson, venom_stinger
anatomy terms
stinger, telson
tags
terminal_appendage
topology
parent families
appendage, core
child families
chain behavior
none
structural importance
medium
WING_ROOT
family
limb_root
multiplicity
paired_or_repeated
aliases
wing_base, wing_root, wing_shoulder, wingbase, wingroot, wingshoulder
anatomy terms
tags
limb_origin, wing
topology
parent families
axial, core
child families
wing
chain behavior
none
structural importance
major
WING_UPPER
family
wing
multiplicity
paired_or_repeated
aliases
upper_wing, upperwing, wing_arm, wing_humerus, wing_upper, wingarm, wingupper
anatomy terms
humerus
tags
proximal_segment, wing
topology
parent families
limb_root
child families
wing
chain behavior
none
structural importance
major
WING_FOREARM
family
wing
multiplicity
paired_or_repeated
aliases
fore_wing, forewing, lower_wing, lowerwing, wing_forearm, wing_lower, wing_radius, wing_radius_ulna, wing_ulna, wingforearm, winglower
anatomy terms
radius, ulna
tags
middle_segment, wing
topology
parent families
wing
child families
wing
chain behavior
none
structural importance
major
WING_WRIST
family
wing
multiplicity
paired_or_repeated
aliases
carpal_wing, wing_carpus, wing_wrist, wingwrist
anatomy terms
carpus
tags
bend_joint, wing
topology
parent families
wing
child families
wing, digit
chain behavior
none
structural importance
medium
WING_HAND
family
wing
multiplicity
paired_or_repeated
aliases
carpometacarpus, wing_hand, wing_metacarpal, winghand
anatomy terms
carpometacarpus
tags
digit_cluster_origin, wing
topology
parent families
wing
child families
digit
chain behavior
none
structural importance
medium
WING_DIGIT
family
digit
multiplicity
repeated
aliases
wing_digit, wing_finger, wing_ray, wingdigit, wingfinger, wingray
anatomy terms
tags
digit, wing
topology
parent families
wing, digit
child families
digit
chain behavior
ordered
structural importance
medium
WING_TIP
family
wing
multiplicity
paired_or_repeated
aliases
tip_wing, tipwing, wing_tip, wingtip
anatomy terms
tags
terminal, wing
topology
parent families
wing, digit
child families
chain behavior
none
structural importance
medium
WING_MEMBRANE_SUPPORT
family
secondary
multiplicity
repeated
aliases
membrane, membrane_support, webbing, wing_membrane, wing_membrane_support
anatomy terms
tags
deform_support, secondary, wing
topology
parent families
wing, digit
child families
chain behavior
none
structural importance
minor
FEATHER_CHAIN
family
secondary
multiplicity
repeated
aliases
feather, feather_chain, flight_feather, primary_feather, secondary_feather
anatomy terms
tags
bird, chain, secondary
topology
parent families
wing
child families
secondary
chain behavior
ordered
structural importance
minor
TAIL_BASE
family
appendage_root
multiplicity
repeated_allowed
aliases
caudal_base, caudalbase, tail_base, tail_root, tailbase, tailroot
anatomy terms
tail base
tags
appendage_origin
topology
parent families
core, axial
child families
appendage
chain behavior
none
structural importance
major
TAIL_SEGMENT
family
appendage
multiplicity
repeated_chain
aliases
caudal, caudal_vertebra, caudalvertebra, tail, tail_bone, tailbone
anatomy terms
caudal vertebra, tail
tags
long_chain, ordered_chain
topology
parent families
appendage_root, appendage, core
child families
appendage
chain behavior
ordered
structural importance
medium
TAIL_TIP
family
appendage
multiplicity
repeated_allowed
aliases
caudal_tip, tail_end, tail_tip, tailend, tailtip
anatomy terms
tags
terminal
topology
parent families
appendage
child families
chain behavior
none
structural importance
minor
TENTACLE_BASE
family
appendage_root
multiplicity
repeated
aliases
arm_base, armbase, tendril_base, tendrilbase, tentacle_base, tentaclebase
anatomy terms
tags
appendage_origin, radial_possible
topology
parent families
core, face
child families
appendage
chain behavior
none
structural importance
medium
TENTACLE_SEGMENT
family
appendage
multiplicity
repeated_chain
aliases
feeler_tail, feelertail, tendril, tendril_segment, tentacle, tentacle_segment
anatomy terms
tags
long_chain, ordered_chain, radial_possible
topology
parent families
appendage_root, appendage, core, face
child families
appendage
chain behavior
ordered
structural importance
medium
TENTACLE_TIP
family
appendage
multiplicity
repeated
aliases
tendril_end, tendril_tip, tentacle_tip, tentacletip
anatomy terms
tags
terminal
topology
parent families
appendage
child families
chain behavior
none
structural importance
minor
ANTENNA_BASE
family
appendage_root
multiplicity
paired_or_repeated
aliases
antenna_base, antennabase, feeler_base, feelerbase
anatomy terms
antenna base
tags
appendage_origin
topology
parent families
face, core
child families
appendage
chain behavior
none
structural importance
medium
ANTENNA_SEGMENT
family
appendage
multiplicity
paired_or_repeated_chain
aliases
antenna, antenna_segment, antennae, feeler, feeler_segment, feelers
anatomy terms
antenna
tags
ordered_chain
topology
parent families
appendage_root, appendage, face
child families
appendage
chain behavior
ordered
structural importance
minor
ANTENNA_TIP
family
appendage
multiplicity
paired_or_repeated
aliases
antenna_tip, antennatip, feeler_tip
anatomy terms
tags
terminal
topology
parent families
appendage
child families
chain behavior
none
structural importance
minor
HORN_BASE
family
appendage_root
multiplicity
paired_or_repeated
aliases
antler_base, antlerbase, horn_base, hornbase
anatomy terms
tags
appendage_origin
topology
parent families
face, axial
child families
appendage
chain behavior
none
structural importance
medium
HORN_SEGMENT
family
appendage
multiplicity
paired_or_repeated_chain
aliases
antler, horn, horn_segment, hornseg
anatomy terms
antler, horn
tags
ordered_or_branching_chain
topology
parent families
appendage_root, appendage, face
child families
appendage
chain behavior
ordered_or_branching
structural importance
minor
ANTLER_BRANCH
family
appendage
multiplicity
repeated
aliases
antler_branch, antler_tine, antlerbranch, tine
anatomy terms
tine
tags
branching_appendage
topology
parent families
appendage
child families
appendage
chain behavior
none
structural importance
minor
WHISKER
family
appendage
multiplicity
repeated
aliases
moustache_hair, vibrissa, vibrissae, whisker, whiskers
anatomy terms
vibrissa, whisker
tags
face_appendage, thin_chain
topology
parent families
face
child families
appendage
chain behavior
ordered
structural importance
minor
EAR_BASE
family
appendage_root
multiplicity
paired_or_repeated
aliases
auricle_base, ear_base, earbase, pinna_base
anatomy terms
tags
head_appendage
topology
parent families
face, axial
child families
appendage
chain behavior
none
structural importance
medium
EAR_SEGMENT
family
appendage
multiplicity
paired_or_repeated_chain
aliases
auricle, ear, ear_segment, earseg, pinna
anatomy terms
auricle, ear, pinna
tags
head_appendage
topology
parent families
appendage_root, appendage, face
child families
appendage
chain behavior
ordered_or_single
structural importance
minor
TRUNK_BASE
family
appendage_root
multiplicity
singleton_or_repeated
aliases
proboscis_base, trunk_base, trunkbase
anatomy terms
tags
face_appendage
topology
parent families
face
child families
appendage
chain behavior
none
structural importance
medium
TRUNK_SEGMENT
family
appendage
multiplicity
chain
aliases
elephant_trunk, proboscis_segment, trunk, trunk_segment
anatomy terms
proboscis, trunk
tags
face_appendage, long_chain
topology
parent families
appendage_root, appendage, face
child families
appendage
chain behavior
ordered
structural importance
medium
PROBOSCIS
family
appendage
multiplicity
singleton_or_chain
aliases
feeding_tube, proboscis, rostral_tube
anatomy terms
proboscis
tags
face_appendage
topology
parent families
face
child families
appendage
chain behavior
ordered_or_single
structural importance
medium
RADIAL_APPENDAGE_BASE
family
appendage_root
multiplicity
repeated
aliases
radial_base, radialbase, ray_base, raybase, spoke_base
anatomy terms
tags
appendage_origin, radial_group
topology
parent families
core, face
child families
appendage
chain behavior
none
structural importance
medium
RADIAL_APPENDAGE_SEGMENT
family
appendage
multiplicity
repeated_chain
aliases
radial, radial_appendage, radial_segment, ray, spoke
anatomy terms
tags
ordered_chain, radial_group
topology
parent families
appendage_root, appendage
child families
appendage
chain behavior
ordered
structural importance
medium
FIN_GENERIC
family
aquatic_appendage
multiplicity
paired_or_repeated
aliases
fin, flipper_fin
anatomy terms
tags
aquatic, fin
topology
parent families
core, axial, appendage
child families
aquatic_appendage, digit
chain behavior
ordered_or_single
structural importance
medium
FIN_DORSAL
family
aquatic_appendage
multiplicity
paired_or_repeated
aliases
dorsal_fin, dorsalfin, fin_dorsal
anatomy terms
tags
aquatic, dorsal, fin
topology
parent families
core, axial, appendage
child families
aquatic_appendage, digit
chain behavior
ordered_or_single
structural importance
medium
FIN_PECTORAL
family
aquatic_appendage
multiplicity
paired_or_repeated
aliases
fin_pectoral, pectoral_fin, pectoralfin
anatomy terms
tags
aquatic, fin, paired_common
topology
parent families
core, axial, appendage
child families
aquatic_appendage, digit
chain behavior
ordered_or_single
structural importance
medium
FIN_PELVIC
family
aquatic_appendage
multiplicity
paired_or_repeated
aliases
fin_pelvic, pelvic_fin, pelvicfin, ventral_fin, ventralfin
anatomy terms
tags
aquatic, fin, paired_common
topology
parent families
core, axial, appendage
child families
aquatic_appendage, digit
chain behavior
ordered_or_single
structural importance
medium
FIN_ANAL
family
aquatic_appendage
multiplicity
paired_or_repeated
aliases
anal_fin, analfin, fin_anal
anatomy terms
tags
aquatic, fin
topology
parent families
core, axial, appendage
child families
aquatic_appendage, digit
chain behavior
ordered_or_single
structural importance
medium
FIN_CAUDAL
family
aquatic_appendage
multiplicity
paired_or_repeated
aliases
caudal_fin, caudalfin, fin_caudal, tail_fin, tailfin
anatomy terms
tags
aquatic, fin, tail
topology
parent families
core, axial, appendage
child families
aquatic_appendage, digit
chain behavior
ordered_or_single
structural importance
medium
FLIPPER
family
aquatic_appendage
multiplicity
paired_or_repeated
aliases
flipper, flipper_root, foreflipper, hindflipper
anatomy terms
tags
aquatic, limb_like
topology
parent families
core, axial, appendage
child families
aquatic_appendage, digit
chain behavior
ordered_or_single
structural importance
medium
GILL
family
face_appendage
multiplicity
paired_or_repeated
aliases
branchia, branchial, gill, gills
anatomy terms
gill
tags
aquatic, face_or_neck
topology
parent families
face, axial
child families
chain behavior
none
structural importance
minor
OPERCULUM
family
face_appendage
multiplicity
paired_or_repeated
aliases
gill_cover, gillcover, operculum
anatomy terms
operculum
tags
aquatic, face_or_neck
topology
parent families
face, axial
child families
chain behavior
none
structural importance
minor
SIPHON
family
appendage
multiplicity
singleton_or_repeated
aliases
funnel, hyponome, siphon
anatomy terms
hyponome, siphon
tags
cephalopod
topology
parent families
core
child families
chain behavior
none
structural importance
minor
CHELA
family
limb_end
multiplicity
paired_or_repeated
aliases
chela, chelae, cheliped_end, claw_hand
anatomy terms
chela
tags
crustacean, pincer
topology
parent families
limb, limb_end
child families
limb_end
chain behavior
none
structural importance
medium
PINCER
family
limb_end
multiplicity
paired_or_repeated
aliases
chela_finger, claw_pincer, pincer, pincers
anatomy terms
tags
crustacean, gripper
topology
parent families
limb_end
child families
chain behavior
none
structural importance
minor
SWIMMERET
family
appendage
multiplicity
repeated
aliases
pleopod, pleopods, swimmeret
anatomy terms
pleopod
tags
crustacean, repeated_appendage
topology
parent families
core, appendage
child families
chain behavior
none
structural importance
minor
TAIL_FAN
family
appendage
multiplicity
repeated_or_group
aliases
tail_fan, tailfan, uropod, uropods
anatomy terms
uropod
tags
crustacean, tail
topology
parent families
appendage, core
child families
chain behavior
none
structural importance
medium
ROSTRUM
family
face_appendage
multiplicity
singleton_or_repeated
aliases
rostral, rostrum, snout_spike
anatomy terms
rostrum
tags
face_appendage
topology
parent families
face, core
child families
chain behavior
none
structural importance
minor
DIGIT_ROOT
family
digit
multiplicity
repeated
aliases
digit, digit_root, finger, finger_root, ray, toe, toe_root
anatomy terms
tags
small_repeated_chain
topology
parent families
limb_end, wing, digit
child families
digit
chain behavior
ordered
structural importance
medium
DIGIT_METACARPAL
family
digit
multiplicity
repeated
aliases
finger_metacarpal, hand_metacarpal, metacarpal
anatomy terms
metacarpal
tags
digit, proximal
topology
parent families
limb_end, digit
child families
digit
chain behavior
ordered
structural importance
minor
DIGIT_METATARSAL
family
digit
multiplicity
repeated
aliases
foot_metatarsal, metatarsal, toe_metatarsal
anatomy terms
metatarsal
tags
digit, proximal
topology
parent families
limb_end, digit
child families
digit
chain behavior
ordered
structural importance
minor
DIGIT_PROXIMAL
family
digit
multiplicity
repeated
aliases
phalanx_proximal, prox, proximal, proximal_phalanx
anatomy terms
proximal phalanx
tags
digit
topology
parent families
digit, limb_end
child families
digit
chain behavior
ordered
structural importance
minor
DIGIT_INTERMEDIATE
family
digit
multiplicity
repeated
aliases
inter, intermediate, intermediate_phalanx, middle_phalanx, phalanx_intermediate
anatomy terms
intermediate phalanx
tags
digit
topology
parent families
digit
child families
digit
chain behavior
ordered
structural importance
minor
DIGIT_DISTAL
family
digit
multiplicity
repeated
aliases
dist, distal, distal_phalanx, phalanx_distal
anatomy terms
distal phalanx
tags
digit
topology
parent families
digit
child families
digit
chain behavior
ordered
structural importance
minor
DIGIT_TIP
family
digit
multiplicity
repeated
aliases
digit_tip, finger_tip, fingertip, tip, toe_tip, toetip
anatomy terms
tags
digit, terminal
topology
parent families
digit
child families
chain behavior
none
structural importance
minor
FACE_ROOT
family
face
multiplicity
singleton_or_repeated
aliases
face, face_root, faceroot, facial_bone, facial_root, facialbone, facialroot
anatomy terms
tags
face_parent
topology
parent families
axial
child families
face, face_appendage
chain behavior
none
structural importance
medium
BROW_INNER
family
face
multiplicity
paired_or_repeated
aliases
brow_inner, browinner, eyebrow_inner, inner_brow, innerbrow
anatomy terms
tags
face_local
topology
parent families
face, axial
child families
chain behavior
none
structural importance
minor
BROW_MID
family
face
multiplicity
paired_or_repeated
aliases
brow_mid, browmid, eyebrow_mid, mid_brow, midbrow
anatomy terms
tags
face_local
topology
parent families
face, axial
child families
chain behavior
none
structural importance
minor
BROW_OUTER
family
face
multiplicity
paired_or_repeated
aliases
brow_outer, browouter, eyebrow_outer, outer_brow, outerbrow
anatomy terms
tags
face_local
topology
parent families
face, axial
child families
chain behavior
none
structural importance
minor
EYE
family
face
multiplicity
paired_or_repeated
aliases
eye, eye_ball, eyeball, ocular, oculus
anatomy terms
eye, eyeball
tags
paired_or_clustered, small_terminal
topology
parent families
face, axial
child families
chain behavior
none
structural importance
medium
EYE_STALK
family
face_appendage
multiplicity
paired_or_repeated
aliases
eye_stalk, eyestalk, ocular_stalk
anatomy terms
eye stalk
tags
chain, face_appendage
topology
parent families
face, axial
child families
face
chain behavior
ordered
structural importance
medium
EYELID_UPPER
family
face
multiplicity
paired_or_repeated
aliases
eyelid_upper, eyelidupper, lid_upper, lidupper, upper_eyelid, upper_lid, upperlid
anatomy terms
tags
face_local
topology
parent families
face, axial
child families
chain behavior
none
structural importance
minor
EYELID_LOWER
family
face
multiplicity
paired_or_repeated
aliases
eyelid_lower, eyelidlower, lid_lower, lidlower, lower_eyelid, lower_lid, lowerlid
anatomy terms
tags
face_local
topology
parent families
face, axial
child families
chain behavior
none
structural importance
minor
CHEEK
family
face
multiplicity
paired_or_repeated
aliases
cheek, cheek_bone, cheekbone, zygomatic
anatomy terms
cheek, zygomatic
tags
face_local
topology
parent families
face, axial
child families
chain behavior
none
structural importance
minor
NOSE_BRIDGE
family
face
multiplicity
singleton_or_repeated
aliases
bridge_nose, nasal_bridge, nose_bridge, nosebridge
anatomy terms
tags
face_local
topology
parent families
face, axial
child families
chain behavior
none
structural importance
minor
NOSE
family
face
multiplicity
singleton_or_repeated
aliases
nasal, nose, nose_tip, nosetip
anatomy terms
nasal, nose
tags
face_local
topology
parent families
face, axial
child families
face
chain behavior
none
structural importance
minor
NOSTRIL
family
face
multiplicity
paired_or_repeated
aliases
nares, naris, nostril, nostril_l, nostril_r
anatomy terms
naris, nostril
tags
face_local, paired_common
topology
parent families
face
child families
chain behavior
none
structural importance
minor
UPPER_LIP
family
face
multiplicity
paired_or_chain
aliases
labium_upper, lip_upper, lipupper, upper_lip, upperlip
anatomy terms
upper lip
tags
curve_chain, face_local
topology
parent families
face, axial
child families
face
chain behavior
none
structural importance
minor
LOWER_LIP
family
face
multiplicity
paired_or_chain
aliases
labium_lower, lip_lower, liplower, lower_lip, lowerlip
anatomy terms
lower lip
tags
curve_chain, face_local
topology
parent families
face, axial
child families
face
chain behavior
none
structural importance
minor
MOUTH_CORNER
family
face
multiplicity
paired_or_repeated
aliases
commissure, lip_corner, lipcorner, mouth_corner, mouthcorner
anatomy terms
oral commissure
tags
face_local, paired_common
topology
parent families
face
child families
chain behavior
none
structural importance
minor
CHIN
family
face
multiplicity
singleton_or_repeated
aliases
chin, mental, menton
anatomy terms
chin
tags
face_local
topology
parent families
face, axial
child families
chain behavior
none
structural importance
minor
JAW_LOWER
family
face
multiplicity
singleton_or_repeated
aliases
jaw, jaw_bone, jaw_lower, jawbone, jawlower, lower_jaw, lowerjaw, mandible_jaw
anatomy terms
lower jaw, mandible
tags
face_local, hinge_like
topology
parent families
face, axial
child families
face, face_appendage
chain behavior
none
structural importance
major
JAW_UPPER
family
face
multiplicity
singleton_or_repeated
aliases
jaw_upper, jawupper, maxilla, maxillary, upper_jaw, upperjaw
anatomy terms
maxilla, upper jaw
tags
face_local
topology
parent families
face, axial
child families
face_appendage
chain behavior
none
structural importance
medium
TONGUE_ROOT
family
face
multiplicity
singleton_or_repeated
aliases
tongue_base, tongue_root, tonguebase, tongueroot
anatomy terms
tags
face_chain_origin
topology
parent families
face
child families
face
chain behavior
none
structural importance
medium
TONGUE_SEGMENT
family
face
multiplicity
chain
aliases
tong, tongue, tongue_segment, tongueseg
anatomy terms
tongue
tags
ordered_chain
topology
parent families
face
child families
face
chain behavior
ordered
structural importance
minor
TEETH_UPPER
family
face
multiplicity
singleton_or_repeated
aliases
dentition_upper, teeth_upper, teethupper, upper_teeth, upperteeth
anatomy terms
tags
face_rigid
topology
parent families
face
child families
chain behavior
none
structural importance
minor
TEETH_LOWER
family
face
multiplicity
singleton_or_repeated
aliases
dentition_lower, lower_teeth, lowerteeth, teeth_lower, teethlower
anatomy terms
tags
face_rigid
topology
parent families
face
child families
chain behavior
none
structural importance
minor
SNOUT
family
face
multiplicity
singleton_or_repeated
aliases
nose_muzzle, rostrum_face, snout, snout_root
anatomy terms
snout
tags
face_forward_core
topology
parent families
face, axial
child families
face
chain behavior
none
structural importance
medium
MUZZLE
family
face
multiplicity
singleton_or_repeated
aliases
muzzle, muzzle_base, muzzle_root, muzzlebase
anatomy terms
muzzle
tags
face_forward_core
topology
parent families
face, axial
child families
face
chain behavior
none
structural importance
medium
BEAK_UPPER
family
face
multiplicity
singleton_or_repeated
aliases
beak, beak_upper, bill_upper, upper_beak, upper_bill, upperbeak
anatomy terms
beak, bill
tags
face_terminal
topology
parent families
face, axial
child families
chain behavior
none
structural importance
medium
BEAK_LOWER
family
face
multiplicity
singleton_or_repeated
aliases
beak_lower, bill_lower, lower_beak, lower_bill, lowerbeak
anatomy terms
beak, bill
tags
face_terminal, hinge_like
topology
parent families
face, axial
child families
chain behavior
none
structural importance
medium
MANDIBLE
family
face_appendage
multiplicity
paired_or_repeated
aliases
mandible, mandibula, mouth_claw, mouthclaw, pincer_mouth
anatomy terms
mandible
tags
mouth_appendage, paired_or_repeated
topology
parent families
face, core
child families
face_appendage
chain behavior
none
structural importance
medium
FANG
family
face_appendage
multiplicity
paired_or_repeated
aliases
canine_tooth, fang, fang_bone, fangbone
anatomy terms
fang
tags
terminal
topology
parent families
face, face_appendage
child families
chain behavior
none
structural importance
minor
TUSK
family
face_appendage
multiplicity
paired_or_repeated
aliases
ivory, tusk, tusk_bone, tusks
anatomy terms
tusk
tags
terminal
topology
parent families
face, axial
child families
chain behavior
none
structural importance
minor
FACE_TENDRIL
family
face_appendage
multiplicity
repeated
aliases
face_tendril, facetendril, facial_tentacle, facialtentacle, mouth_tendril
anatomy terms
tags
face_appendage, radial_possible
topology
parent families
face, axial
child families
face_appendage
chain behavior
ordered
structural importance
minor
FACE_PLATE
family
face
multiplicity
repeated
aliases
cheek_plate, face_plate, faceplate, facial_plate, facialplate
anatomy terms
tags
face_rigid_or_deform
topology
parent families
face, axial
child families
chain behavior
none
structural importance
minor
TWIST_AUX
family
auxiliary
multiplicity
repeated
aliases
torsion, twist, twister
anatomy terms
tags
deformation_support, twist
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
ROLL_AUX
family
auxiliary
multiplicity
repeated
aliases
roll, roller
anatomy terms
tags
deformation_support, roll
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
IK_ROOT_AUX
family
auxiliary
multiplicity
repeated
aliases
ik_foot_root, ik_hand_root, ik_root, ikroot
anatomy terms
tags
ik, technical
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
IK_TARGET_AUX
family
auxiliary
multiplicity
repeated
aliases
effector, foot_ik, goal, hand_ik, ik, ik_foot, ik_goal, ik_hand, ikgoal
anatomy terms
tags
ik, technical
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
POLE_AUX
family
auxiliary
multiplicity
repeated
aliases
elbow_pole, knee_pole, pole, pole_vector, polevector, pv
anatomy terms
tags
ik, technical
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
HELPER_AUX
family
auxiliary
multiplicity
repeated
aliases
aux, auxiliary, dummy, helper, null, offset, space, space_bone, spacebone
anatomy terms
tags
technical
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
DRIVER_AUX
family
auxiliary
multiplicity
repeated
aliases
driven, driver, drv, mch, mech, mechanism
anatomy terms
tags
technical
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
SOCKET_AUX
family
auxiliary
multiplicity
repeated
aliases
attachment_socket, sock, socket
anatomy terms
tags
attachment, technical
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
ATTACHMENT_AUX
family
auxiliary
multiplicity
repeated
aliases
attach, attachment, mount, mount_point, mountpoint
anatomy terms
tags
attachment
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
WEAPON_AUX
family
auxiliary
multiplicity
repeated
aliases
gun, rifle, sword, weapon, weapon_root, weaponroot
anatomy terms
tags
attachment
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
PROP_AUX
family
auxiliary
multiplicity
repeated
aliases
item, item_root, object_attach, prop, prop_root
anatomy terms
tags
attachment
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
CLOTH_AUX
family
auxiliary
multiplicity
repeated
aliases
cape, cloth, coat, dress, fabric, skirt
anatomy terms
tags
deformation_support, secondary
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
HAIR_AUX
family
auxiliary
multiplicity
repeated
aliases
generic_hair_aux, hair_aux, hair_helper, hair_proxy
anatomy terms
tags
deformation_support, secondary, legacy_fallback
topology
parent families
core, axial, face, secondary, auxiliary
child families
auxiliary
chain behavior
none
structural importance
aux
SPRING_AUX
family
auxiliary
multiplicity
repeated
aliases
dyn, dynamic, jiggle, secondary_motion, secondarymotion, spring
anatomy terms
tags
physics_support, secondary
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
PHYSICS_AUX
family
auxiliary
multiplicity
repeated
aliases
collider, collision, phys, physics, ragdoll
anatomy terms
tags
physics_support
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
DEFORM_AUX
family
auxiliary
multiplicity
repeated
aliases
bulge, corrective, deform, deformation, muscle, volume
anatomy terms
tags
deformation_support
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
INTERACTION_AUX
family
auxiliary
multiplicity
repeated
aliases
contact, contact_root, interact, interaction
anatomy terms
tags
interaction, technical
topology
parent families
core, axial, limb, limb_end, face, appendage, secondary
child families
auxiliary
chain behavior
none
structural importance
aux
HAIR_ROOT
family
secondary
multiplicity
repeated
aliases
hair_root, hairroot, hair_base, hairbase, scalp_root, scalproot, hair_master, hairmaster, 髪_root, 髪ルート
anatomy terms
hair root, scalp attachment
tags
hair, secondary_deformation, chain_group_root, head_attached
topology
parent families
face, core, axial, secondary
child families
secondary
chain behavior
branch_or_group_root
structural importance
medium
HAIR_CHAIN
family
secondary
multiplicity
repeated_chain
aliases
hair, hair_chain, hairchain, hair_bone, hairbone, hair_joint, hairjoint, strand, hair_strand, lock, hair_lock, tress, ringlet, drill_hair, spiral_hair, 髪
anatomy terms
hair strand, hair lock, tress
tags
hair, secondary_deformation, ordered_chain, flexible
topology
parent families
secondary, face, core, axial
child families
secondary
chain behavior
ordered
structural importance
medium
HAIR_FRONT_CHAIN
family
secondary
multiplicity
repeated_chain
aliases
bang, bangs, fringe, front_hair, fronthair, front_lock, frontlock, forelock, maegami, 前髪, まえがみ
anatomy terms
bangs, fringe, forelock
tags
hair, secondary_deformation, front_head_region, ordered_chain
topology
parent families
secondary, face, core
child families
secondary
chain behavior
ordered
structural importance
medium
HAIR_SIDE_CHAIN
family
secondary
multiplicity
repeated_chain
aliases
side_hair, sidehair, side_lock, sidelock, side_locks, temple_hair, hime_lock, yokogami, 横髪, よこがみ
anatomy terms
side lock, temple hair
tags
hair, secondary_deformation, side_head_region, ordered_chain
topology
parent families
secondary, face, core
child families
secondary
chain behavior
ordered
structural importance
medium
HAIR_BACK_CHAIN
family
secondary
multiplicity
repeated_chain
aliases
back_hair, backhair, rear_hair, rearhair, long_hair, longhair, back_lock, backlock, ushirogami, 後髪, 後ろ髪, うしろがみ
anatomy terms
back hair, rear hair
tags
hair, secondary_deformation, rear_head_region, ordered_chain
topology
parent families
secondary, face, core, axial
child families
secondary
chain behavior
ordered
structural importance
medium
BRAID_CHAIN
family
secondary
multiplicity
repeated_chain
aliases
braid, braids, braid_chain, braidchain, braided_hair, plait, plaits, plaited_hair, pigtail_braid, mitsueami, 三つ編み, みつあみ
anatomy terms
braid, plait
tags
hair, secondary_deformation, long_flexible_chain, ordered_chain
topology
parent families
secondary, face, core
child families
secondary
chain behavior
ordered
structural importance
medium
PONYTAIL_CHAIN
family
secondary
multiplicity
repeated_chain
aliases
ponytail, pony_tail, pony, pigtail, pig_tail, twin_tail, twintail, twin_tails, twintails, side_ponytail, sideponytail, ポニーテール, ツインテール
anatomy terms
ponytail, pigtail, twin-tail
tags
hair, secondary_deformation, long_flexible_chain, single_or_paired
topology
parent families
secondary, face, core
child families
secondary
chain behavior
ordered
structural importance
medium
AHOGE_CHAIN
family
secondary
multiplicity
repeated_chain
aliases
ahoge, aho_ge, idiot_hair, cowlick, antenna_hair, アホ毛
anatomy terms
ahoge, cowlick
tags
hair, secondary_deformation, small_flexible_chain, anime_common
topology
parent families
secondary, face, core
child families
secondary
chain behavior
ordered
structural importance
minor
HAIR_BUN
family
secondary
multiplicity
repeated
aliases
hair_bun, hairbun, bun_hair, bunhair, odango, dango_hair, お団子, シニヨン
anatomy terms
hair bun, chignon
tags
hair, secondary_deformation, compact_cluster
topology
parent families
secondary, face, core
child families
secondary
chain behavior
short_or_branching
structural importance
minor
MANE_CHAIN
family
secondary
multiplicity
repeated_chain
aliases
mane, mane_chain, manechain, neck_mane, head_mane, crest_hair, たてがみ, 鬣
anatomy terms
mane
tags
hair, fur, secondary_deformation, creature_hair, ordered_chain
topology
parent families
face, core, axial, secondary
child families
secondary
chain behavior
ordered_or_clustered
structural importance
minor
FUR_TUFT_CHAIN
family
secondary
multiplicity
repeated_chain
aliases
fur_chain, furchain, fur_tuft, furtuft, fluff, fluff_chain, cheek_fur, chest_fur, tail_fur, tuft, tuft_chain
anatomy terms
fur tuft, fur lock
tags
hair, fur, secondary_deformation, creature_hair
topology
parent families
face, core, axial, limb, limb_end, appendage, secondary
child families
secondary
chain behavior
short_or_ordered
structural importance
minor
FACIAL_HAIR_CHAIN
family
secondary
multiplicity
repeated_chain
aliases
beard, beard_chain, beardchain, moustache, mustache, goatee, facial_hair, facialhair, 髭, ひげ
anatomy terms
beard, moustache, facial hair
tags
hair, secondary_deformation, face_attached
topology
parent families
face, secondary
child families
secondary
chain behavior
short_or_ordered
structural importance
minor
HAIR_ORNAMENT_AUX
family
auxiliary
multiplicity
repeated
aliases
hair_ornament, hairornament, hair_accessory, hairaccessory, hair_clip, hairclip, hair_pin, hairpin, hair_ribbon, hairribbon, hair_bow, hairbow
anatomy terms
tags
hair, accessory, secondary, deformation_support
topology
parent families
secondary, face, core, auxiliary
child families
auxiliary, secondary
chain behavior
none_or_short
structural importance
aux
Creature / Naming profiles (11)
UNREAL_EPIC_COMMON
confidence
high
scope
UE4/UE5 Epic-style humanoid skeletons and compatible exports
map
root
TECH_ROOT
pelvis
PELVIS
spine 01
SPINE_SEGMENT
spine 02
SPINE_SEGMENT
spine 03
SPINE_SEGMENT
spine 04
SPINE_SEGMENT
spine 05
UPPER_CHEST
neck 01
NECK_SEGMENT
neck 02
NECK_SEGMENT
head
HEAD
jaw
JAW_LOWER
clavicle l
CLAVICLE
clavicle r
CLAVICLE
upperarm l
UPPER_ARM
upperarm r
UPPER_ARM
lowerarm l
LOWER_ARM
lowerarm r
LOWER_ARM
hand l
HAND
hand r
HAND
thigh l
UPPER_LEG
thigh r
UPPER_LEG
calf l
LOWER_LEG
calf r
LOWER_LEG
foot l
FOOT
foot r
FOOT
ball l
FOOT_BALL
ball r
FOOT_BALL
ik foot root
IK_ROOT_AUX
ik foot l
IK_TARGET_AUX
ik foot r
IK_TARGET_AUX
ik hand root
IK_ROOT_AUX
ik hand gun
IK_TARGET_AUX
ik hand l
IK_TARGET_AUX
ik hand r
IK_TARGET_AUX
center of mass
CENTER_OF_MASS
interaction
INTERACTION_AUX
patterns
^(upperarm|lowerarm|thigh|calf) twist [0-9]+ [lr]$
TWIST_AUX
^(thumb|index|middle|ring|pinky) metacarpal [lr]$
DIGIT_METACARPAL
^(thumb|index|middle|ring|pinky) 01 [lr]$
DIGIT_PROXIMAL
^(index|middle|ring|pinky) 02 [lr]$
DIGIT_INTERMEDIATE
^thumb 02 [lr]$
DIGIT_INTERMEDIATE
^(thumb|index|middle|ring|pinky) 03 [lr]$
DIGIT_DISTAL
segment note
Numbered segment mapping is a convention for this naming profile, not a guarantee about an arbitrary imported rig. Preserve user overrides.
MIXAMO_COMMON
confidence
high
scope
Common Mixamo FBX naming
namespace prefixes
mixamorig:, mixamorig1:
map
Hips
PELVIS
Spine
SPINE_SEGMENT
Spine1
SPINE_SEGMENT
Spine2
CHEST
Neck
NECK_SEGMENT
Head
HEAD
Head Top End
HEAD_END
Left Shoulder
CLAVICLE
Right Shoulder
CLAVICLE
Left Arm
UPPER_ARM
Right Arm
UPPER_ARM
Left Fore Arm
LOWER_ARM
Right Fore Arm
LOWER_ARM
Left Hand
HAND
Right Hand
HAND
Left Up Leg
UPPER_LEG
Right Up Leg
UPPER_LEG
Left Leg
LOWER_LEG
Right Leg
LOWER_LEG
Left Foot
FOOT
Right Foot
FOOT
Left Toe Base
FOOT_BALL
Right Toe Base
FOOT_BALL
Left Toe End
DIGIT_TIP
Right Toe End
DIGIT_TIP
patterns
^(Left|Right)Hand(Thumb|Index|Middle|Ring|Pinky)1$
DIGIT_PROXIMAL
^(Left|Right)Hand(Thumb|Index|Middle|Ring|Pinky)2$
DIGIT_INTERMEDIATE
^(Left|Right)Hand(Thumb|Index|Middle|Ring|Pinky)3$
DIGIT_DISTAL
segment note
Numbered segment mapping is a convention for this naming profile, not a guarantee about an arbitrary imported rig. Preserve user overrides.
HUMANIK_GENERIC
confidence
medium_high
scope
Autodesk HumanIK-like conventional naming without a namespace
map
Hips
PELVIS
Spine
SPINE_SEGMENT
Spine1
SPINE_SEGMENT
Spine2
CHEST
Neck
NECK_SEGMENT
Head
HEAD
Left Shoulder
CLAVICLE
Right Shoulder
CLAVICLE
Left Arm
UPPER_ARM
Right Arm
UPPER_ARM
Left Fore Arm
LOWER_ARM
Right Fore Arm
LOWER_ARM
Left Hand
HAND
Right Hand
HAND
Left Up Leg
UPPER_LEG
Right Up Leg
UPPER_LEG
Left Leg
LOWER_LEG
Right Leg
LOWER_LEG
Left Foot
FOOT
Right Foot
FOOT
VRM_1_HUMANOID
confidence
spec_exact
scope
VRM 1.0 humanoid semantic names
map
hips
PELVIS
spine
SPINE_SEGMENT
chest
CHEST
upper Chest
UPPER_CHEST
neck
NECK_SEGMENT
head
HEAD
jaw
JAW_LOWER
left Eye
EYE
right Eye
EYE
left Shoulder
CLAVICLE
right Shoulder
CLAVICLE
left Upper Arm
UPPER_ARM
right Upper Arm
UPPER_ARM
left Lower Arm
LOWER_ARM
right Lower Arm
LOWER_ARM
left Hand
HAND
right Hand
HAND
left Upper Leg
UPPER_LEG
right Upper Leg
UPPER_LEG
left Lower Leg
LOWER_LEG
right Lower Leg
LOWER_LEG
left Foot
FOOT
right Foot
FOOT
left Toes
FOOT_BALL
right Toes
FOOT_BALL
patterns
^(left|right)(Thumb|Index|Middle|Ring|Little)Metacarpal$
DIGIT_METACARPAL
^(left|right)(Thumb|Index|Middle|Ring|Little)Proximal$
DIGIT_PROXIMAL
^(left|right)(Thumb|Index|Middle|Ring|Little)Intermediate$
DIGIT_INTERMEDIATE
^(left|right)(Thumb|Index|Middle|Ring|Little)Distal$
DIGIT_DISTAL
OPENXR_HAND
confidence
spec_exact
scope
XR_EXT_hand_tracking semantic joints
map
PALM
PALM
WRIST
WRIST
THUMB METACARPAL
DIGIT_METACARPAL
THUMB PROXIMAL
DIGIT_PROXIMAL
THUMB DISTAL
DIGIT_DISTAL
THUMB TIP
DIGIT_TIP
INDEX METACARPAL
DIGIT_METACARPAL
INDEX PROXIMAL
DIGIT_PROXIMAL
INDEX INTERMEDIATE
DIGIT_INTERMEDIATE
INDEX DISTAL
DIGIT_DISTAL
INDEX TIP
DIGIT_TIP
MIDDLE METACARPAL
DIGIT_METACARPAL
MIDDLE PROXIMAL
DIGIT_PROXIMAL
MIDDLE INTERMEDIATE
DIGIT_INTERMEDIATE
MIDDLE DISTAL
DIGIT_DISTAL
MIDDLE TIP
DIGIT_TIP
RING METACARPAL
DIGIT_METACARPAL
RING PROXIMAL
DIGIT_PROXIMAL
RING INTERMEDIATE
DIGIT_INTERMEDIATE
RING DISTAL
DIGIT_DISTAL
RING TIP
DIGIT_TIP
LITTLE METACARPAL
DIGIT_METACARPAL
LITTLE PROXIMAL
DIGIT_PROXIMAL
LITTLE INTERMEDIATE
DIGIT_INTERMEDIATE
LITTLE DISTAL
DIGIT_DISTAL
LITTLE TIP
DIGIT_TIP
META_OPENXR_FULL_BODY
confidence
spec_exact
scope
XR_META_body_tracking_full_body semantic joints
map
ROOT
TECH_ROOT
HIPS
PELVIS
SPINE LOWER
SPINE_SEGMENT
SPINE MIDDLE
SPINE_SEGMENT
SPINE UPPER
SPINE_SEGMENT
CHEST
CHEST
NECK
NECK_SEGMENT
HEAD
HEAD
LEFT SHOULDER
SHOULDER
RIGHT SHOULDER
SHOULDER
LEFT SCAPULA
SCAPULA
RIGHT SCAPULA
SCAPULA
LEFT ARM UPPER
UPPER_ARM
RIGHT ARM UPPER
UPPER_ARM
LEFT ARM LOWER
LOWER_ARM
RIGHT ARM LOWER
LOWER_ARM
LEFT HAND WRIST TWIST
TWIST_AUX
RIGHT HAND WRIST TWIST
TWIST_AUX
LEFT UPPER LEG
UPPER_LEG
RIGHT UPPER LEG
UPPER_LEG
LEFT LOWER LEG
LOWER_LEG
RIGHT LOWER LEG
LOWER_LEG
LEFT FOOT ANKLE TWIST
TWIST_AUX
RIGHT FOOT ANKLE TWIST
TWIST_AUX
LEFT FOOT ANKLE
ANKLE
RIGHT FOOT ANKLE
ANKLE
LEFT FOOT SUBTALAR
FOOT
RIGHT FOOT SUBTALAR
FOOT
LEFT FOOT TRANSVERSE
FOOT
RIGHT FOOT TRANSVERSE
FOOT
LEFT FOOT BALL
FOOT_BALL
RIGHT FOOT BALL
FOOT_BALL
REALLUSION_CC_COMMON
confidence
medium_high
scope
Common Character Creator base skeleton names; UE-export presets may rename to Epic skeleton instead
map
CC Base Hip
PELVIS
CC Base Waist
SPINE_SEGMENT
CC Base Spine01
SPINE_SEGMENT
CC Base Spine02
CHEST
CC Base Neck Twist01
NECK_SEGMENT
CC Base Neck Twist02
NECK_SEGMENT
CC Base Head
HEAD
CC Base Facial Bone
FACE_ROOT
CC Base L Clavicle
CLAVICLE
CC Base R Clavicle
CLAVICLE
CC Base L Upperarm
UPPER_ARM
CC Base R Upperarm
UPPER_ARM
CC Base L Forearm
LOWER_ARM
CC Base R Forearm
LOWER_ARM
CC Base L Hand
HAND
CC Base R Hand
HAND
CC Base L Thigh
UPPER_LEG
CC Base R Thigh
UPPER_LEG
CC Base L Calf
LOWER_LEG
CC Base R Calf
LOWER_LEG
CC Base L Foot
FOOT
CC Base R Foot
FOOT
CC Base L Toe Base
FOOT_BALL
CC Base R Toe Base
FOOT_BALL
DAZ_COMMON
confidence
medium
scope
Common Daz Genesis-era naming families; topology confirmation required
map
hip
PELVIS
pelvis
PELVIS
abdomen Lower
SPINE_SEGMENT
abdomen Upper
SPINE_SEGMENT
abdomen
SPINE_SEGMENT
abdomen2
SPINE_SEGMENT
chest Lower
CHEST
chest Upper
UPPER_CHEST
chest
CHEST
neck Lower
NECK_SEGMENT
neck Upper
NECK_SEGMENT
head
HEAD
l Collar
CLAVICLE
r Collar
CLAVICLE
l Shldr
UPPER_ARM
r Shldr
UPPER_ARM
l Shldr Bend
UPPER_ARM
r Shldr Bend
UPPER_ARM
l Forearm
LOWER_ARM
r Forearm
LOWER_ARM
l Forearm Bend
LOWER_ARM
r Forearm Bend
LOWER_ARM
l Hand
HAND
r Hand
HAND
l Thigh
UPPER_LEG
r Thigh
UPPER_LEG
l Thigh Bend
UPPER_LEG
r Thigh Bend
UPPER_LEG
l Shin
LOWER_LEG
r Shin
LOWER_LEG
l Foot
FOOT
r Foot
FOOT
l Metatarsals
METATARSUS
r Metatarsals
METATARSUS
l Toe
FOOT_BALL
r Toe
FOOT_BALL
patterns
^[lr](Shldr|Forearm|Thigh)(Twist)$
TWIST_AUX
RIGIFY_IMPORT_HINTS
confidence
medium
scope
Blender Rigify-style names after FBX import; only recognition, never output
prefixes
DEF-, ORG-, MCH-
map
pelvis
PELVIS
spine
SPINE_SEGMENT
chest
CHEST
neck
NECK_SEGMENT
head
HEAD
upper arm.L
UPPER_ARM
upper arm.R
UPPER_ARM
forearm.L
LOWER_ARM
forearm.R
LOWER_ARM
hand.L
HAND
hand.R
HAND
thigh.L
UPPER_LEG
thigh.R
UPPER_LEG
shin.L
LOWER_LEG
shin.R
LOWER_LEG
foot.L
FOOT
foot.R
FOOT
toe.L
FOOT_BALL
toe.R
FOOT_BALL
VROID_HAIR_HINTS
confidence
medium
scope
Common VRoid/VRM secondary hair-joint naming observed in exported anime avatars; topology confirmation required
patterns
^J Sec Hair[0-9]+(?: [0-9]+)+$
HAIR_CHAIN
^J Sec Hair.*$
HAIR_CHAIN
^(Hair|hair)[ .-]?(Root|root)$
HAIR_ROOT
^(Hair|hair)[ .-]?[0-9]+(?:[ .-][0-9]+)*$
HAIR_CHAIN
MMD_ANIME_HAIR_HINTS
confidence
medium
scope
Recognition hints for anime/MMD/PMX-style bone names after import into Unreal; topology confirmation required
patterns
^(アホ毛|ahoge).*
AHOGE_CHAIN
^(ポニーテール|ツインテール|ponytail|twintail|twin tail).*
PONYTAIL_CHAIN
^(三つ編み|みつあみ|braid|plait).*
BRAID_CHAIN
^(前髪|まえがみ|bang|bangs|fringe|front hair).*
HAIR_FRONT_CHAIN
^(横髪|よこがみ|side hair|sidelock|side lock).*
HAIR_SIDE_CHAIN
^(後髪|後ろ髪|うしろがみ|back hair|rear hair).*
HAIR_BACK_CHAIN
^(髪|hair).*
HAIR_CHAIN
pattern policy
Evaluate specialized patterns before generic hair patterns.
Creature / Topology patterns (16)
TREE_ROOT
signals
no parent, high subtree coverage
roles
TECH_ROOT, MOTION_ROOT, BODY_ROOT
CENTRAL_CHAIN
signals
ordered chain close to fitted body axis, few lateral deviations, may connect major branch regions
roles
SPINE_SEGMENT, NECK_SEGMENT, TAIL_SEGMENT, TRUNK_SEGMENT
BILATERAL_PAIR
signals
two structurally similar subtrees, mirrored around fitted symmetry plane, similar normalized lengths
roles
upper limbs, lower limbs, wings, eyes, ears, horns, mandibles
MULTI_PAIR_LIMBS
signals
six or more similar articulated chains, origins cluster around core, comparable segment counts/length ratios
roles
arachnid legs, insect legs, hybrid multi-limbs
RADIAL_GROUP
signals
three or more similar chains around core, angularly distributed origins or endpoints, left/right not required
roles
radial appendages, tentacles, facial tendrils
ARTICULATED_LIMB
signals
root on core, 2+ ordered major segments, terminal away from core, one or more bend joints
roles
arm, leg, wing, arthropod leg, generic limb
DIGIT_CLUSTER
signals
multiple short sibling chains, common hand/foot/paw/wing parent region, small scale relative to limb
roles
fingers, toes, claws, wing digits
EYE_CLUSTER
signals
small terminal transforms near head/face core, count >=1, can be bilateral or arbitrary cluster
roles
eyes, multi-eye face
LONG_FLEXIBLE_CHAIN
signals
4+ ordered segments, smooth position progression, few major branches
roles
tail, tentacle, long neck, serpentine body, antenna, trunk
BRANCHING_APPENDAGE
signals
one appendage chain forks into multiple children
roles
antler, wing digits, tail fan, branching tentacle
MULTI_HEAD
signals
2+ head-like terminal cores, each may own eye/jaw clusters
roles
multiple heads
MULTI_TAIL
signals
2+ long appendage chains from posterior/core region
roles
multiple tails
FACE_CLUSTER
signals
dense small-bone subtree below head, eyes/jaw/lids/lips/cheeks or creature equivalents
roles
face rig region
HAIR_CHAIN_CLUSTER
signals
one or more flexible ordered chains attached near head/face/scalp region, several independent roots are allowed, chain lengths may vary strongly across the same hairstyle, bilateral symmetry is optional
roles
hair chains, bangs, side locks, back hair, braids, ponytails, ahoge, fur tufts
BRAID_OR_PONYTAIL_CHAIN
signals
long ordered chain starting near scalp or dedicated hair root, few major branches along the chain, may occur once, as a bilateral pair, or as several independent chains
roles
BRAID_CHAIN, PONYTAIL_CHAIN, HAIR_BACK_CHAIN
SCALP_SECONDARY_ROOT_GROUP
signals
multiple secondary roots share HEAD/FACE_ROOT/NECK ancestry, roots are spatially distributed around scalp/head surface region, descendants are small-to-medium flexible deformation chains
roles
HAIR_ROOT, HAIR_CHAIN, HAIR_FRONT_CHAIN, HAIR_SIDE_CHAIN, HAIR_BACK_CHAIN
Creature / Archetypes (16)
HUMANOID
required
central_axial_chain, head, 2 arm-like chains, 2 leg-like chains
optional
hands, digits, feet, face
compose
core, axial, bilateral_upper_limbs, bilateral_lower_limbs
ANTHRO_HUMANOID
required
humanoid-like torso
optional
digitigrade legs, tail, ears, muzzle, claws, horns
compose
HUMANOID, creature_appendages
QUADRUPED
required
body axis, 4 locomotion limbs
optional
tail, long neck, paws, hooves, snout
compose
core, axial, forelimb_pair, hindlimb_pair
UNGULATE
required
quadruped layout, hoof-like ends
optional
horns, antlers, tail
compose
QUADRUPED, hoof_end_effectors
AVIAN
required
body axis, head, wing pair
optional
2 legs, tail feathers, beak
compose
core, axial, wing_pair
DRAGON_LIKE
required
body axis, head, multiple limb/appendage groups
optional
wing pair, 4 legs, long tail, long neck, claws, horns
compose
core, axial, generic_limbs, wing_optional, tail_optional
WYVERN_LIKE
required
body axis, head, wing pair, hind limb pair
optional
tail, long neck, claws
compose
core, axial, wing_pair, hindlimb_pair
ARACHNID
required
core or cephalothorax, 6+ repeated articulated limbs
optional
abdomen, pedipalps, chelicerae, multi-eye cluster, spinnerets
compose
arthropod_core, multi_pair_limbs
INSECT
required
thorax-like core, 6 repeated limbs
optional
abdomen, wing pairs, antennae, mandibles
compose
arthropod_core, 3 limb pairs
CRUSTACEAN
required
segmented core, multiple limbs
optional
chelae, antennae, swimmerets, tail fan
compose
arthropod_core, multi_limbs, aquatic_appendages
SERPENTINE
required
very long central chain
optional
head, short limbs, fins, tail continuation
compose
long_axial_chain
FISH_LIKE
required
body/tail axis
optional
pectoral fins, dorsal fin, pelvic fin, anal fin, caudal fin, gills, jaw
compose
core, axial_tail, fins
CEPHALOPOD
required
mantle/core, multiple tentacle/arm chains
optional
eyes, beak, siphon
compose
mantle, radial_or_clustered_appendages
RADIAL_CREATURE
required
central core, 3+ radial appendage chains
optional
central mouth, multi-eye cluster, tentacles
compose
core, radial_group
MULTI_HEAD_CREATURE
required
2+ head-like cores
optional
shared or separate necks
compose
core, multiple_axial_terminals
HYBRID
required
two or more composed anatomy systems
optional
humanoid torso + arthropod lower body, extra arms, multiple wings, multiple tails, asymmetry
compose
arbitrary_modules
Props / Roles (84)
PROP_ROOT
family
core
aliases
root, prop_root, mechanism_root, rig_root, master
motion
fixed
tags
root
structural importance
major
FRAME
family
core
aliases
frame, base, housing, body, chassis, case, shell, mount
motion
fixed
tags
structural
structural importance
major
MOUNT
family
core
aliases
mount, bracket, support, socket, anchor
motion
fixed
tags
structural
structural importance
normal
PANEL
family
mechanism
aliases
panel, plate, cover, lid, flap_panel
motion
compound
tags
moving_part
structural importance
normal
DOOR_LEAF
family
mechanism
aliases
door, door_leaf, doorpanel, door_panel, leaf
motion
rotate
tags
hinged, panel
structural importance
major
GATE_LEAF
family
mechanism
aliases
gate, gate_leaf, gatepanel, gate_panel
motion
rotate
tags
hinged, panel
structural importance
major
HATCH
family
mechanism
aliases
hatch, hatch_lid, hatchlid, access_hatch
motion
rotate
tags
hinged, panel
structural importance
major
HINGE
family
rotary
aliases
hinge, hinge_pin, hingepin, pivot_hinge
motion
rotate
tags
pivot, joint
structural importance
major
PIVOT
family
rotary
aliases
pivot, axis, axle_pivot, rotator, rotation_axis
motion
rotate
tags
pivot, joint
structural importance
major
SWIVEL
family
rotary
aliases
swivel, swivel_joint, turntable
motion
rotate
tags
pivot
structural importance
normal
SLIDER
family
linear
aliases
slider, slide, sliding, carriage, linear_slide
motion
translate
tags
linear, joint
structural importance
major
RAIL
family
linear
aliases
rail, guide, track_guide, linear_rail
motion
fixed
tags
guide
structural importance
normal
TELESCOPIC_SEGMENT
family
linear
aliases
telescopic, telescoping, extension, extend_segment
motion
translate
tags
linear, chain
structural importance
normal
HANDLE
family
interaction
aliases
handle, grip_handle, door_handle, pull_handle
motion
rotate
tags
user_control
structural importance
major
KNOB
family
interaction
aliases
knob, dial_knob, rotary_knob
motion
rotate
tags
user_control
structural importance
normal
LEVER
family
interaction
aliases
lever, lever_arm, control_lever, cocking_lever
motion
rotate
tags
user_control
structural importance
major
LATCH
family
interaction
aliases
latch, catch, door_latch
motion
rotate
tags
lock
structural importance
normal
LOCK
family
interaction
aliases
lock, lock_mechanism, locking
motion
compound
tags
lock
structural importance
normal
BOLT
family
interaction
aliases
bolt, locking_bolt, door_bolt, deadbolt
motion
translate
tags
lock
structural importance
normal
BUTTON
family
interaction
aliases
button, push_button, pushbutton
motion
translate
tags
user_control
structural importance
normal
SWITCH
family
interaction
aliases
switch, toggle, toggle_switch
motion
rotate
tags
user_control
structural importance
normal
DIAL
family
interaction
aliases
dial, selector, selector_dial
motion
rotate
tags
user_control
structural importance
normal
PEDAL
family
interaction
aliases
pedal, foot_pedal
motion
rotate
tags
user_control
structural importance
normal
TRIGGER
family
weapon
aliases
trigger, trigger_01, main_trigger
motion
rotate
tags
weapon, user_control
structural importance
major
TRIGGER_GUARD
family
weapon
aliases
trigger_guard, triggerguard
motion
fixed
tags
weapon
structural importance
normal
HAMMER
family
weapon
aliases
hammer, weapon_hammer
motion
rotate
tags
weapon
structural importance
normal
FIRING_PIN
family
weapon
aliases
firing_pin, firingpin, striker
motion
translate
tags
weapon
structural importance
normal
SAFETY
family
weapon
aliases
safety, safety_lever, selector_safety, fire_selector
motion
rotate
tags
weapon, user_control
structural importance
normal
CHARGING_HANDLE
family
weapon
aliases
charging_handle, charginghandle, charge_handle, cocking_handle
motion
translate
tags
weapon, user_control
structural importance
normal
BOLT_CARRIER
family
weapon
aliases
bolt_carrier, boltcarrier, carrier
motion
translate
tags
weapon, recoil
structural importance
normal
BOLT_ACTION
family
weapon
aliases
bolt_action, bolt_handle, bolt_handle_root
motion
compound
tags
weapon, rotate_translate
structural importance
normal
WEAPON_SLIDE
family
weapon
aliases
weapon_slide, pistol_slide, upper_slide
motion
translate
tags
weapon, recoil
structural importance
major
MAGAZINE
family
weapon
aliases
magazine, mag, clip
motion
translate
tags
weapon, detachable
structural importance
normal
MAGAZINE_RELEASE
family
weapon
aliases
mag_release, magazine_release, magrelease
motion
translate
tags
weapon, user_control
structural importance
normal
CYLINDER
family
weapon
aliases
cylinder, revolver_cylinder, drum
motion
rotate
tags
weapon, indexed_rotation
structural importance
normal
CYLINDER_YOKE
family
weapon
aliases
cylinder_yoke, yoke, crane
motion
rotate
tags
weapon
structural importance
normal
BARREL
family
weapon
aliases
barrel, gun_barrel, weapon_barrel
motion
fixed
tags
weapon
structural importance
major
MUZZLE
family
weapon
aliases
muzzle, muzzle_end, barrel_end
motion
fixed
tags
weapon, socket
structural importance
normal
CHAMBER
family
weapon
aliases
chamber, breach_chamber
motion
fixed
tags
weapon
structural importance
normal
FOREND
family
weapon
aliases
forend, fore_end, handguard, pump
motion
translate
tags
weapon, user_control
structural importance
normal
STOCK
family
weapon
aliases
stock, buttstock, butt_stock
motion
fixed
tags
weapon
structural importance
normal
FOLDING_STOCK
family
weapon
aliases
folding_stock, fold_stock
motion
rotate
tags
weapon
structural importance
normal
GRIP
family
weapon
aliases
grip, pistol_grip, foregrip
motion
fixed
tags
weapon, user_control
structural importance
normal
SIGHT
family
weapon
aliases
sight, iron_sight, optic, scope
motion
fixed
tags
weapon
structural importance
normal
FOLDING_SIGHT
family
weapon
aliases
folding_sight, flip_sight
motion
rotate
tags
weapon
structural importance
normal
TURRET_YAW
family
weapon
aliases
turret, turret_yaw, turret_base, yaw
motion
rotate
tags
weapon, aim
structural importance
major
TURRET_PITCH
family
weapon
aliases
gun_pitch, turret_pitch, elevation, elevate
motion
rotate
tags
weapon, aim
structural importance
major
CANNON_BARREL
family
weapon
aliases
cannon, cannon_barrel, gun_tube, tube
motion
rotate
tags
weapon, aim
structural importance
major
BREECH
family
weapon
aliases
breech, breach, breech_block, breechblock
motion
translate
tags
weapon
structural importance
normal
RECOIL_SLIDE
family
weapon
aliases
recoil, recoil_slide, recoil_root, barrel_recoil
motion
translate
tags
weapon, recoil
structural importance
major
AMMO_FEED
family
weapon
aliases
ammo_feed, feed, feeder, belt_feed
motion
compound
tags
weapon
structural importance
normal
WHEEL
family
rotary
aliases
wheel, roadwheel, road_wheel, steering_wheel
motion
rotate
tags
rotary
structural importance
major
AXLE
family
rotary
aliases
axle, shaft, drive_shaft, driveshaft
motion
rotate
tags
rotary
structural importance
normal
GEAR
family
rotary
aliases
gear, cog, cogwheel
motion
rotate
tags
rotary, repeated
structural importance
normal
SPROCKET
family
rotary
aliases
sprocket, drive_sprocket
motion
rotate
tags
rotary
structural importance
normal
PULLEY
family
rotary
aliases
pulley, sheave
motion
rotate
tags
rotary
structural importance
normal
ROLLER
family
rotary
aliases
roller, roll
motion
rotate
tags
rotary
structural importance
normal
FAN
family
rotary
aliases
fan, fan_blade_root
motion
rotate
tags
rotary
structural importance
normal
PROPELLER
family
rotary
aliases
propeller, prop, prop_root
motion
rotate
tags
rotary
structural importance
major
ROTOR
family
rotary
aliases
rotor, main_rotor, tail_rotor
motion
rotate
tags
rotary
structural importance
major
BLADE
family
mechanism
aliases
blade, fan_blade, rotor_blade, prop_blade
motion
rotate
tags
repeated, rotary
structural importance
normal
CRANK
family
rotary
aliases
crank, crank_arm, crankshaft
motion
rotate
tags
linkage
structural importance
normal
CAM
family
rotary
aliases
cam, camshaft
motion
rotate
tags
linkage
structural importance
normal
PISTON
family
linear
aliases
piston, ram, hydraulic_piston
motion
translate
tags
linear, linkage
structural importance
major
ROD
family
linear
aliases
rod, pushrod, push_rod, connecting_rod
motion
compound
tags
linkage
structural importance
normal
ARM
family
mechanism
aliases
arm, boom, mechanical_arm, support_arm
motion
rotate
tags
linkage
structural importance
normal
CLAW
family
mechanism
aliases
claw, gripper, gripper_finger
motion
rotate
tags
end_effector
structural importance
normal
JAW
family
mechanism
aliases
jaw, vise_jaw, gripper_jaw
motion
translate
tags
end_effector
structural importance
normal
CABLE_CHAIN
family
secondary
aliases
cable, chain, hose, rope, belt
motion
chain
tags
flexible
structural importance
normal
SUSPENSION_ARM
family
vehicle
aliases
suspension_arm, control_arm, wishbone
motion
rotate
tags
vehicle
structural importance
normal
SUSPENSION_STRUT
family
vehicle
aliases
strut, suspension_strut, shock, damper
motion
translate
tags
vehicle
structural importance
normal
LANDING_GEAR
family
vehicle
aliases
landing_gear, gear_leg, gear_strut
motion
compound
tags
vehicle
structural importance
normal
FLAP
family
vehicle
aliases
flap, wing_flap
motion
rotate
tags
vehicle, aero_surface
structural importance
normal
AILERON
family
vehicle
aliases
aileron
motion
rotate
tags
vehicle, aero_surface
structural importance
normal
RUDDER
family
vehicle
aliases
rudder
motion
rotate
tags
vehicle, aero_surface
structural importance
normal
ELEVATOR
family
vehicle
aliases
elevator, tail_elevator
motion
rotate
tags
vehicle, aero_surface
structural importance
normal
NEEDLE
family
instrument
aliases
needle, gauge_needle, indicator
motion
rotate
tags
instrument
structural importance
normal
GAUGE
family
instrument
aliases
gauge, meter, instrument
motion
fixed
tags
instrument
structural importance
normal
DISPLAY_PANEL
family
instrument
aliases
display, screen, display_panel
motion
fixed
tags
instrument
structural importance
normal
SOCKET
family
utility
aliases
socket, attachment, attach, mount_point
motion
fixed
tags
socket
structural importance
normal
HELPER
family
auxiliary
aliases
helper, aux, dummy, offset, space, ctrl, control
motion
fixed
tags
auxiliary
structural importance
normal
Props / Naming profiles (3)
COMMON_MECHANICAL
confidence
medium
map
root
PROP_ROOT
base
FRAME
frame
FRAME
hinge
HINGE
pivot
PIVOT
door
DOOR_LEAF
handle
HANDLE
lever
LEVER
slider
SLIDER
piston
PISTON
wheel
WHEEL
gear
GEAR
propeller
PROPELLER
rotor
ROTOR
COMMON_FIREARM
confidence
high
map
trigger
TRIGGER
hammer
HAMMER
slide
WEAPON_SLIDE
magazine
MAGAZINE
bolt
BOLT_CARRIER
charging handle
CHARGING_HANDLE
barrel
BARREL
muzzle
MUZZLE
stock
STOCK
grip
GRIP
safety
SAFETY
COMMON_TURRET
confidence
high
map
turret yaw
TURRET_YAW
turret pitch
TURRET_PITCH
gun pitch
TURRET_PITCH
cannon barrel
CANNON_BARREL
recoil
RECOIL_SLIDE
breech
BREECH
Props / Topology patterns (7)
HINGED_PANEL
signals
one rotating child attached to fixed frame, pivot near panel edge
roles
HINGE, DOOR_LEAF, HATCH, GATE_LEAF
LINEAR_SLIDER
signals
moving child follows one dominant axis, guide or frame sibling/ancestor common
roles
SLIDER, PISTON, TELESCOPIC_SEGMENT
ROTARY_ASSEMBLY
signals
one or more children distributed around shared axis
roles
PIVOT, WHEEL, GEAR, ROTOR, PROPELLER
LINKAGE
signals
alternating rotary and compound segments, multiple connected rigid links
roles
CRANK, ROD, LINK, ARM
TURRET
signals
yaw stage parent of pitch stage, barrel/recoil chain below pitch
roles
TURRET_YAW, TURRET_PITCH, CANNON_BARREL, RECOIL_SLIDE
FIREARM
signals
trigger or magazine or slide/bolt cluster, barrel axis provides dominant forward direction
roles
TRIGGER, MAGAZINE, BARREL, WEAPON_SLIDE, BOLT_CARRIER
MULTI_LEAF
signals
two or more similar panel subtrees around shared frame
roles
DOOR_LEAF, GATE_LEAF, HINGE
Props / Archetypes (13)
DOOR
signals
FRAME, HINGE, DOOR_LEAF
optional
HANDLE, LATCH, LOCK
DOUBLE_DOOR
signals
FRAME, two DOOR_LEAF groups
optional
HANDLE, LATCH
HATCH
signals
FRAME, HINGE, HATCH
optional
HANDLE, LATCH
GATE
signals
FRAME, one or more GATE_LEAF
optional
HINGE, SLIDER, LOCK
LEVER_MECHANISM
signals
LEVER, PIVOT
optional
LINK, ROD, PISTON
FIREARM
signals
BARREL, TRIGGER
optional
WEAPON_SLIDE, BOLT_CARRIER, MAGAZINE, HAMMER, SAFETY
REVOLVER
signals
BARREL, TRIGGER, CYLINDER
optional
HAMMER, CYLINDER_YOKE
BOLT_ACTION
signals
BARREL, TRIGGER, BOLT_ACTION
optional
MAGAZINE
TURRET_OR_CANNON
signals
TURRET_YAW, TURRET_PITCH, CANNON_BARREL
optional
RECOIL_SLIDE, BREECH
ROTARY_MACHINE
signals
FRAME, one or more rotary roles
optional
GEAR, AXLE, PULLEY, CRANK
LINEAR_MACHINE
signals
FRAME, one or more linear roles
optional
PISTON, ROD, SLIDER
VEHICLE_MECHANISM
signals
FRAME, vehicle roles
optional
WHEEL, SUSPENSION_ARM, STEERING_LINK, TRACK_LINK
CUSTOM_PROP
signals
PROP_ROOT or FRAME
optional
any recognized mechanical group

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