CRCControl Rig CreatorPAUTINKA / Documentation1.0
PAUTINKA / Guide visuel / 1.0

Control Rig
Creator.

Créez des Control Rigs et Physics Assets modifiables à partir d’un Skeletal Mesh, assemblez des Skeletons de props rigides et traitez des Animation Sequences. Choisissez l’espace adapté à votre asset source.

DOCUMENTATION / CONTROL RIG CREATOR

Découvrir les espaces de travail

Créez des Control Rigs et Physics Assets modifiables à partir d’un Skeletal Mesh, assemblez des Skeletons de props rigides et traitez des Animation Sequences. Choisissez l’espace adapté à votre asset source.

1.0Unreal Engine 5Win64 EditorTools → Control Rig Creator

Découvrir les espaces de travail

CONTROL RIG CREATOR / 16

Guide visuel

REVERSE TIME. MIRROR THE POSE.
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Illustration · légendes en anglais · REVERSE TIME. MIRROR THE POSE.
10 Reverse ↗
CLOSE THE LOOP. EXTEND THE MOTION.
10
Illustration · légendes en anglais · CLOSE THE LOOP. EXTEND THE MOTION.
12 Make Loop ↗
KEEP THE MOMENT. CUT THE REST.
11
Illustration · légendes en anglais · KEEP THE MOMENT. CUT THE REST.
13 Trim ↗
PAUSE THE ACTION. SAVE THE POSE.
13
Illustration · légendes en anglais · PAUSE THE ACTION. SAVE THE POSE.
15 Hold Frame ↗
POSE THE BODY. KEEP THE PATH.
14
Illustration · légendes en anglais · POSE THE BODY. KEEP THE PATH.
19 Apply Pose ↗
COMBINE ANIMATION CLIPS
15
Illustration · légendes en anglais · COMBINE ANIMATION CLIPS
17 Blend ↗
EDIT CURVES. REUSE THE WORKFLOW.
16
Illustration · légendes en anglais · EDIT CURVES. REUSE THE WORKFLOW.
24 Edit Curve ↗
CRC / 03

Installation et mises à jour

Unreal Engine · Win64 Editor

Utilisez le paquet CRC correspondant à votre version d’Unreal Engine et les outils C++ standard d’Unreal. ControlRig et RigVM sont des dépendances déclarées. CRC fonctionne dans l’éditeur Win64 et crée des assets de projet.

01 · Plugins/ControlRigCreator

Fermez Unreal Editor. Extrayez le dossier ControlRigCreator complet dans Plugins du projet. Le fichier doit être à <Project>/Plugins/ControlRigCreator/ControlRigCreator.uplugin.

02 · Edit > Plugins

Ouvrez le projet et recompilez si demandé, ou compilez Development Editor / Win64. Activez Control Rig Creator dans Edit > Plugins puis redémarrez si nécessaire.

03 · Tools > Control Rig Creator

Ouvrez l’outil dans la section Pautinka du menu Tools. Choisissez la langue en haut. Help ouvre cette documentation ; Pautinka website ouvre le site du studio.

Updating

Remplacez entièrement l’ancien dossier du plugin. Gardez les sauvegardes hors de Plugins. Ne récupérez pas les anciens Binaries ou Intermediate. Les assets existants restent ; reconstruisez pour appliquer les changements du générateur.

CRC / 04

Creature : créer un Rig

CREATURE: FROM MESH TO RIG
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Illustration · légendes en anglais · CREATURE: FROM MESH TO RIG
Capture du plugin: creature
UI
Capture du plugin · CREATURE

Mesh → Analyze → Build Assets → Open Rig

Sélectionnez un Mesh enregistré, analysez, vérifiez rôles et bones inclus, réglez les options puis créez les assets. Posez dans le Rig obtenu ; l’aperçu montre leur disposition.

Mesh

Choisissez un Skeletal Mesh. La flèche reprend la sélection du Content Browser ; le dossier localise l’asset. Changer de Mesh réinitialise l’analyse et les références des résultats.

Analyze

Lit le Skeleton et propose rôles, groupes et chaînes. Vérifiez Analysis et les attributions avant la création, surtout pour les noms de bones ambigus.

Build Assets

Crée des résultats aux noms uniques dans le dossier choisi et vérifie le Rig avant sauvegarde. Les changements exigent de nouveaux assets ; les anciens Rigs ne sont pas modifiés sur place.

Validate Outputs

Recompile et vérifie les assets générés. À utiliser après modification. Contrôlez aussi les poses et mouvements Physics prévus.

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

Open Rig ouvre le Blueprint créé. Open Physics ouvre le Physics Asset créé, ou celui du Mesh à défaut. Assign Physics to Mesh affecte le nouvel asset séparément, avec Undo.

New assets folder · Open Rig after building

Par défaut : /Game/GeneratedRigs. Utilisez un chemin de contenu sous /Game, pas un chemin disque. Open Rig after building ouvre automatiquement le Rig ; activé par défaut.

CRC / 05

Anatomie et attribution

Search bones or roles... · Bone checkbox

Recherchez par nom de bone, rôle ou famille. La case inclut le contrôle prévu. Exclure un bone intermédiaire peut rompre une chaîne IK ; le Skeleton source reste intact.

Include all · Reset selection

Include all inclut tous les bones. Reset selection rétablit les cases de l’analyse, sans effacer les rôles manuels. Une ligne sélectionnée affiche rôle, parent et chaîne.

Assign role (optional) · Unassigned

Sélectionnez un bone puis un rôle. Unassigned retire le rôle sémantique. Dictionary > Assign to selected bone permet de choisir avec une explication. Recréez pour appliquer.

CRC / 06

Comprendre le Dictionary

Dictionary

Un rôle décrit l’usage d’un bone. Analyze le suggère d’après son nom ; la planification utilise aussi la vraie hiérarchie. Les noms ne créent ni bones, ni poids, ni règles manquants.

Roles · Naming profiles · Topology patterns · Archetypes

Roles : usages et alias. Naming profiles : noms d’exporteurs. Topology patterns : indices structurels. Archetypes : références anatomiques, pas des presets automatiques. More naming and anatomy details ouvre la fiche complète.

174 Creature roles · 84 Props roles

Creature comprend 11 profils, 16 modèles et 16 archétypes ; Props en comprend 3, 7 et 13. La référence conserve les identifiants, alias et descriptions d’origine.

CRC / 07

Réglages de création du Rig

Add limb IK and matching

Creature uniquement ; activé par défaut. Crée les cibles IK compatibles avec matching. Désactivez pour privilégier FK. Les rôles reconnus doivent former une chaîne valide.

Chain rotation limit (degrees)

Défaut 45°, plage 0–180°. Utilisé à la création des longues chaînes IK avec Creature IK. Recréez après modification. Ce n’est pas une limite anatomique universelle.

Control size (1 = auto-fit)

Défaut 1, plage 0.1–5. Redimensionne les formes visibles autour de leur taille ajustée. Les pivots restent fixes. Réglez avant création ; le Mesh n’est pas redimensionné.

Add morph controls · Create a morph control board

Les contrôles pilotent les Morph Targets existants ; le board les place près du visage. Activer le board active les contrôles ; désactiver les contrôles coupe le board. Creature : activés ; Props : désactivés.

CRC / 08

Aperçu et sélection

RIG · PHYSICS · SKELETON · MESH

Changez la vue : RIG pour les contrôles, PHYSICS pour les collisions, SKELETON pour les bones, MESH pour la surface. Posez via Open Rig, simulez via Open Physics.

Mesh · Bones · Controls · Labels

Affichent séparément surface, bones, formes et noms. Masquer n’exclut pas les bones de la création. Une sélection souligne les contrôles liés.

Details · Selected group · Unlit · Focus Mesh

Details révèle les petits contrôles. Selected group isole le groupe avec Global. Unlit retire l’éclairage. Focus Mesh cadre le modèle. Ces réglages concernent seulement l’aperçu.

CRC / 09

Formes et couleurs des contrôles

CONTROLS THAT WORK TOGETHER
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Illustration · légendes en anglais · CONTROLS THAT WORK TOGETHER
Left
Right
Center / Global

Global · COG · FK

Global déplace et redimensionne le Rig ; utilisez une échelle uniforme avec IK. COG déplace le corps associé. FK tourne les articulations et entraîne leurs enfants. Décaler une forme ne déplace pas le pivot.

Left · Right · Center / Global

Les contrôleurs du côté gauche sont bleus ; ceux du côté droit sont rouges. Les contrôleurs centraux et Global sont jaunes. Les côtés sont définis par rapport au personnage. Il s’agit des conventions de couleur actuelles de CRC, pas d’une exigence de certification Epic.

Move (W) · Rotate (E)

Flèches droites : déplacer. Courbes : tourner. Sélectionnez puis utilisez W ou E. Les petites poignées sont déportées hors de la peau. Les limites viennent des réglages de contrôle ou du solver.

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

Les détails sont masqués au départ, le visage visible. Le Morph Board demandé démarre visible. Ces canaux Global du Rig sont indépendants du bouton Details de l’aperçu.

Shape · Color · Shape Transform

Sélectionnez un contrôle dans Rig Editor. Dans Details, choisissez Shape et Color. Shape Transform règle la taille et le décalage de la forme visible.

Epic: Control Shapes · Epic: Edit Control Shape ·

CRC / 10

Membres, IK / FK et espaces

CONTROLS THAT WORK TOGETHER
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Illustration · légendes en anglais · CONTROLS THAT WORK TOGETHER

IK_... · PV_...

IK place la main ou le pied ; PV choisit la flexion du coude ou genou. Le solver plie un membre valide à deux segments. FK permet de tourner chaque articulation.

IK / FK · Match to IK · Match to FK

0 = FK, 1 = IK. Match to IK aligne cible et pole sur FK puis bascule. Match to FK ajuste FK à la pose résolue. Actions ponctuelles : posez des clés sur le résultat et le blend.

Space picker

Les mains suivent l’ancêtre associé au-dessus du bras ; les pieds commencent en Global. Utilisez le sélecteur d’espace disponible. Vérifiez la pose et gardez une échelle uniforme avec IK.

HeelRoll · BallRoll · ToeRoll

Un bone enfant de base des orteils associé ajoute les canaux en degrés pour talon, plante et pointe. Vérifiez les pivots et l’avant avant d’animer la marche.

CRC / 11

Doigts, queues, cheveux et ailes

CONTROLS THAT WORK TOGETHER
02
Illustration · légendes en anglais · CONTROLS THAT WORK TOGETHER

CHAIN_...

Doigts, orteils, chaînes axiales, queues, cheveux et vêtements exigent trois bones rotatifs inclus ; longs membres, ailes et arthropodes quatre. Sinon FK. Chaque branche de doigt est traitée séparément.

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

Déplacez la flèche CHAIN pour plier la chaîne sans changer ses longueurs. 0 = FK, 1 = IK. Matching transfère la pose. Match to FK affiche les poignées articulaires individuelles.

GUIDE_... · Chain curl (degrees)

GUIDE, visible avec les détails, oriente la flexion initiale des chaînes droites. Chain curl répartit la rotation FK des appendices compatibles. En IK complet, l’extrémité suit sa cible. Ce n’est pas une simulation.

Chain tip & attachment

Les cibles de doigts et appendices souples agissent au dernier pivot, pas au bout du Mesh. Elles contrôlent la position ; l’extrémité garde son orientation FK locale. L’attache suit la hiérarchie associée.

CRC / 12

Visage, Jaw et Morph Board

FACE: BONES & MORPH TARGETS
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Illustration · légendes en anglais · FACE: BONES & MORPH TARGETS

EYE_AIM_... · Eye aim

Déplacez la cible du groupe d’yeux reconnu. Eye aim = 0 utilise FK individuel, 1 la cible. Des bones d’yeux adaptés sont nécessaires.

Jaw lower / Rotate · Jaw upper / Rotate

Sélectionnez la flèche jaune courbe devant la bouche, puis E. Rotation au joint de mâchoire. Au besoin, attribuez JAW_LOWER/JAW_UPPER ou BEAK_LOWER/BEAK_UPPER. Le bone doit exister.

Face bone controls

Les flèches droites jaunes déplacent les zones du visage ; les courbes tournent les joints. Show face controls règle le groupe principal, Show detail controls les détails. Fonctionne indépendamment des Morph Targets.

Morph Board · MORPH_<target>

Activez les deux options avant création. Glissez la flèche d’expression horizontalement ou modifiez sa valeur. 0 retire le morph, 1 applique la forme complète. Les noms Morph Target d’origine sont conservés.

Focus Morph Board · CTRL_Morphs

Après Analyze, utilisez Focus Morph Board pour cadrer le panneau dans Preview. Dans la hiérarchie du Rig créé, cherchez CTRL_Morphs. Activez les options de morph avant la création. Le panneau suit la tête, ou Global à défaut, et contrôle uniquement les Morph Targets existants.

No Morph Targets

Sans Morph Targets, pas de board d’expressions. Utilisez les bones du visage ou créez et importez des Morph Targets. CRC n’invente ni expressions, ni mâchoire, ni capture faciale.

CRC / 13

Physics Asset

CREATURE: FROM MESH TO RIG
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Illustration · légendes en anglais · CREATURE: FROM MESH TO RIG

Create a new Physics Asset

Activé par défaut. Crée un Physics Asset séparé avec le Rig. L’affectation du Mesh reste inchangée ; utilisez Assign Physics to Mesh pour le nouveau.

Minimum physics size (cm)

Défaut 5 cm ; plage 0.01–10000 cm. Seuil initial de sélection des corps. Une valeur basse autorise de petits corps. Ce n’est pas un rayon uniforme.

Separate detail Physics bodies

Creature seulement ; désactivé. Fusionne les détails serrés et petits liens adaptés, garde joints principaux et attaches. Activé conserve les détails séparés. Les contrôles Rig ne changent pas.

Bodies & constraints

Formes ajustées à la peau LOD0 : sphères/capsules pour zones rondes, convexes compacts pour zones larges ou plates. Liaison par les ancêtres du Skeleton. Auto-collision désactivée entre voisins et chevauchements au repos, conservée ailleurs.

Open Physics: inspect and simulate

Vérifiez formes, contraintes et plages angulaires. Les joints Creature bloquent la translation et limitent la rotation ; adaptez les plages. Physics et Rig sont séparés ; configurez leur mélange dans l’animation.

CRC / 14

Props : mécanismes

PROPS: HINGES, SLIDERS & LIMITS
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Illustration · légendes en anglais · PROPS: HINGES, SLIDERS & LIMITS
Capture du plugin: props
UI
Capture du plugin · PROPS

Props workflow

Choisissez le Skeletal Mesh mécanique, Analyze, vérifiez les rôles et créez. Les props issus de Skeleton conservent axes et plages. Le nom d’un rôle importé ne définit ni axe ni course.

Fixed · Rotate · Slide

Fixed reste attaché, Rotate suit l’axe de charnière, Slide l’axe de translation. Les plages viennent des règles. Creature IK et Separate detail Physics bodies sont indisponibles dans Props.

Prop Physics requirements

La Physics mécanique automatique exige règles et géométrie fixe sur Root. Sans règles importées, définissez l’assemblage dans Skeleton ou créez le Physics Asset manuellement dans Unreal.

CRC / 15

Skeleton : assemblages rigides

SKELETON: BUILD THE BONES FIRST
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Illustration · légendes en anglais · SKELETON: BUILD THE BONES FIRST
Capture du plugin: skeleton
UI
Capture du plugin · SKELETON

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

Choisissez Source Mesh et éventuellement Base Mesh, un preset, puis Auto Setup. Vérifiez Parts, Targets, pivots et limites dans Preview. Create Skeleton + Mesh enregistre l’assemblage ; Use in Props le transmet à l’espace de création du Rig.

Rigid · Door · Lid · Slider

Rigid crée un objet fixe. Door utilise une charnière autour de Z local, Lid autour de Y local. Slider se déplace sur X local. Auto Setup adapte le pivot et la plage de mouvement à la géométrie. Vérifiez les propositions avant l’enregistrement.

Auto Setup · Source Mesh · Base Mesh

Source Mesh est la pièce mobile ; Base Mesh, facultatif, reste fixe. Opposite Hinge choisit l’autre bord. Reverse Motion inverse l’ouverture. Use Mesh Pivot utilise l’origine du Mesh. Auto Setup recalcule la configuration ; changer Source Mesh ou Base Mesh démarre un nouvel assemblage.

Examples

Examples propose des assemblages complets Rigid object, Door and frame, Chest and lid et Drawer and cabinet à partir des Cube de l’Engine. Vérifiez-les dans Preview avant de créer les assets. Choisir un exemple ne sauvegarde pas encore de Skeleton.

Parts: Mesh · Transform · Target · Material Slot

Mesh sélectionne un Static Mesh ; Transform le place dans l’assemblage. Target : 0 = Root, 1 = premier target. Material Slot : -1 prend tout, sinon la région du matériau. Séparez les régions mobiles.

Root Name · Targets: Name · Parent · Pivot

Root Name vaut Root par défaut. Noms distincts requis. Parent 0 = Root, sinon un target précédent. Pivot est la position du joint dans l’assemblage, pas un décalage de poignée.

Motion · Axis · Minimum · Maximum

Motion : Fixed, Rotate, Slide. Axis non nul. Limites en degrés pour Rotate, cm pour Slide, incluant zéro. Rotation entre -180° et 180°. Fixed reste fixe par rapport au parent.

Preview · Motion range · Focus · Structure

Preview actualise l’assemblage. Motion range / Motion Preview : 0 = Minimum, 1 = Maximum de chaque target. Focus cadre. Structure montre pivots, axes et parents.

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

Défauts : Prop et /Game/GeneratedRigs. Create Skeleton + Mesh enregistre. Open Output ouvre le dernier Mesh. Use in Props le transmet après création pour ajouter contrôles et Physics.

Rigid binding & source geometry

Chaque pièce est liée à un seul bone. Séparez les zones mobiles en pièces/régions de matériau. LOD0 modifiable seulement ; autres LODs, cloth, Morph Targets et sockets non transférés. Bakez d’abord les transformations négatives/miroir.

CRC / 16

Animation Repair : espace de travail

Capture du plugin: repair
UI
Capture du plugin · REPAIR

Source · Preview Mesh

Choisissez Animation Sequence et Preview Mesh de même Skeleton. L’aperçu est une copie temporaire. Save Result crée une nouvelle Sequence ; Source reste intact.

Add Operation · Steps · Enabled

Add Operation ajoute une des 24 opérations. Steps s’exécute de haut en bas. Dépliez pour régler ; Enabled active ou ignore. Chaque étape reçoit le résultat précédent.

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

Les commandes de tableau ajoutent, dupliquent, suppriment ou déplacent Steps, Parts, Targets et clés. Supprimer diffère de désactiver. La recherche Details filtre seulement les champs.

Preview · Live Preview · Save Result · Open Output

Preview traite les réglages. Live Preview actualise après édition ; désactivez pour les recettes lourdes. Save Result traite et sauvegarde. Open Output ouvre le dernier résultat.

Focus · Structure · Play / Pause · Timeline · Original

Focus cadre, Structure affiche les bones. Play/Pause commande la lecture. Curseur ou secondes déplacent et mettent en pause. Original compare à la même seconde, pas au même pourcentage.

Output Folder · Asset Name · Output FPS · Pose Folder

Dossier : /Game/ProcessedMotion. Asset Name vide reprend le nom source. FPS : 0 garde la source, plage 0–240. Pose Folder : /Game/ProcessedMotion/Poses. Chemins sous /Game.

Supported source clips

Utilisez des sequences absolues modifiables ; bakez additive et transform curves avant. Les attributs animés non pris en charge bloquent retiming ou clips secondaires. Courbes float/morph échantillonnées à Output FPS.

CRC / 17

Les 24 opérations

01Normalize Start

Ramène la position et l’orientation initiales de l’intervalle à Translation/Rotation. Target vaut Root par défaut. Utile avant d’assembler des clips.

Champs disponibles

ROOT MOTION: PLACE, HOLD, EXTRACT
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Illustration · légendes en anglais · ROOT MOTION: PLACE, HOLD, EXTRACT

02In Place

Maintient les canaux choisis à leurs valeurs initiales. Planar conserve hauteur et rotation hors yaw. Pour une animation sur place.

Champs disponibles

ROOT MOTION: PLACE, HOLD, EXTRACT
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Illustration · légendes en anglais · ROOT MOTION: PLACE, HOLD, EXTRACT

03Extract Root Motion

Transfère le mouvement Source au Root et active Root Motion. Source et Target doivent différer. Compensate préserve les positions des descendants.

Champs disponibles

ROOT MOTION: PLACE, HOLD, EXTRACT
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Illustration · légendes en anglais · ROOT MOTION: PLACE, HOLD, EXTRACT

04Transfer Motion

Transfère déplacement et rotation Source vers Target, relativement au début. Réglez canaux, Planar et Compensate. Ce n’est pas du retargeting entre Skeletons.

Champs disponibles

REPAIR TRANSFORMS & ALIGN TARGETS
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Illustration · légendes en anglais · REPAIR TRANSFORMS & ALIGN TARGETS

05Offset

Ajoute Translation/Rotation à Target. Weight dose la correction. Compensate maintient les descendants ; désactivez pour entraîner toute la branche.

Champs disponibles

REPAIR TRANSFORMS & ALIGN TARGETS
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Illustration · légendes en anglais · REPAIR TRANSFORMS & ALIGN TARGETS

06Snap Targets

Copie les canaux de chaque paire Source/Target. Une paire valide minimum, destinations uniques. Weight et Compensate règlent mélange et descendants.

Champs disponibles

REPAIR TRANSFORMS & ALIGN TARGETS
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Illustration · légendes en anglais · REPAIR TRANSFORMS & ALIGN TARGETS

07Change Direction

Tourne trajectoire et orientation autour de Pivot. Interpolate Direction applique progressivement Rotation entre Start–End ; sinon la rotation est constante.

Champs disponibles

SHAPE THE ANIMATION PATH
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Illustration · légendes en anglais · SHAPE THE ANIMATION PATH

08Smooth Trajectory

Lisse la piste avec Smooth Radius en images et Weight. Extrémités fixes. Augmentez progressivement pour préserver les accents voulus.

Champs disponibles

SHAPE THE ANIMATION PATH
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Illustration · légendes en anglais · SHAPE THE ANIMATION PATH

09Edit Trajectory

Remplace position et direction par les clés Path. Deux temps croissants minimum. Spline interpole en cubique ; désactivez pour des segments droits sans dépassement.

Champs disponibles

SHAPE THE ANIMATION PATH
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Illustration · légendes en anglais · SHAPE THE ANIMATION PATH

10Reverse

Inverse clip ou intervalle, courbes et événements inclus. Scindez les Notify States traversant une limite, ou inversez tout le clip.

Champs disponibles

REVERSE TIME. MIRROR THE POSE.
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Illustration · légendes en anglais · REVERSE TIME. MIRROR THE POSE.

11Mirror

Reflète selon Mirror Axis, paires de bones et masques facultatifs. Vérifiez les paires. Curve Pairs échange les courbes ; corrigez les noms gauche/droite.

Champs disponibles

REVERSE TIME. MIRROR THE POSE.
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Illustration · légendes en anglais · REVERSE TIME. MIRROR THE POSE.

12Make Loop

Fond les dernières Duration secondes vers la pose et les courbes initiales. Masques pour les bones. Ferme la pose ; le rythme au raccord reste à vérifier.

Champs disponibles

CLOSE THE LOOP. EXTEND THE MOTION.
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Illustration · légendes en anglais · CLOSE THE LOOP. EXTEND THE MOTION.

13Trim

Garde Start–End et recale les événements. Les étapes suivantes utilisent le temps du clip découpé, à partir de zéro.

Champs disponibles

KEEP THE MOMENT. CUT THE REST.
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Illustration · légendes en anglais · KEEP THE MOMENT. CUT THE REST.

14Change Speed

Change la vitesse de l’intervalle et décale la suite. Speed 2 divise la durée par deux, 0.5 la double. Courbes et événements suivent.

Champs disponibles

CONTROL SPEED & TIME
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Illustration · légendes en anglais · CONTROL SPEED & TIME

15Hold Frame

Insère une pause de Duration secondes à Start. Décale la suite. Exemple : Start 2 pour une pause à deux secondes.

Champs disponibles

PAUSE THE ACTION. SAVE THE POSE.
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Illustration · légendes en anglais · PAUSE THE ACTION. SAVE THE POSE.

16Remove Range

Retire Start–End et joint le reste. L’intervalle doit être plus court que le clip. Événements supprimés ou tronqués.

Champs disponibles

KEEP THE MOMENT. CUT THE REST.
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Illustration · légendes en anglais · KEEP THE MOMENT. CUT THE REST.

17Blend

Mélange Other avec Weight/Ease. Même Skeleton requis. Other Start et Speed règlent lecture ; les masques limitent les branches.

Champs disponibles

COMBINE ANIMATION CLIPS
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Illustration · légendes en anglais · COMBINE ANIMATION CLIPS

18Insert Clip

Insère Other à Start et allonge le clip. Duration est le temps de sortie, limité par source et Speed. Match Root aligne le chemin et sa suite.

Champs disponibles

COMBINE ANIMATION CLIPS
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Illustration · légendes en anglais · COMBINE ANIMATION CLIPS

19Apply Pose

Échantillonne Other à Other Start et mélange la pose fixe sur l’intervalle. Weight, Ease et masques limitent l’application.

Champs disponibles

POSE THE BODY. KEEP THE PATH.
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Illustration · légendes en anglais · POSE THE BODY. KEEP THE PATH.

20Keep Root Motion

Garde Root, rétablit la pose de référence ailleurs et active Root Motion. Supprime courbes, attributs, notifies et sync markers. Tout le clip.

Champs disponibles

POSE THE BODY. KEEP THE PATH.
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Illustration · légendes en anglais · POSE THE BODY. KEEP THE PATH.

21Capture Pose

Remplace le clip par la pose fixe à Start. Garde les valeurs de courbes float, retire notifies/markers et désactive Root Motion.

Champs disponibles

PAUSE THE ACTION. SAVE THE POSE.
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Illustration · légendes en anglais · PAUSE THE ACTION. SAVE THE POSE.

22Repeat Range

Répète Start–End Repetitions fois au total ; 1 ne change rien. Match Root cumule le chemin. Les événements suivent leurs segments.

Champs disponibles

CLOSE THE LOOP. EXTEND THE MOTION.
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Illustration · légendes en anglais · CLOSE THE LOOP. EXTEND THE MOTION.

23Time Map

Recompose la timeline via Time Keys. Output Time croît depuis zéro, Source Time ne décroît pas. Temps source égaux = pause. Reverse pour reculer.

Champs disponibles

CONTROL SPEED & TIME
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Illustration · légendes en anglais · CONTROL SPEED & TIME

24Edit Curve

Définit une courbe float/morph via Curve Keys et Weight dans l’intervalle. Temps distincts croissants. Utilisez le nom exact de courbe ou Morph Target.

Champs disponibles

EDIT CURVES. REUSE THE WORKFLOW.
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Illustration · légendes en anglais · EDIT CURVES. REUSE THE WORKFLOW.
CRC / 18

Paramètres des opérations

Enabled · Operation · Start · End

Enabled active l’étape. Operation choisit action et champs. Start/End : secondes du clip reçu, End 0 = fin. Calage sur les images de sortie ; les étapes précédentes modifient la timeline.

Source · Target · Pairs · Curve Pairs

Source/Target nomment les bones ; Target vide utilise Root. Pairs : Source/Target, Snap copie, Mirror échange. Curve Pairs nomme les courbes. Vérifiez les paires.

Include Chains · Exclude Chains

Les noms incluent bone et descendants. Include vide = tous. Exclude retire les branches. Ces masques concernent les bones, pas automatiquement les courbes.

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

Cases pour les canaux. Planar limite à XY/yaw et garde la hauteur. Compensate préserve les poses descendantes en espace composant ; désactivé, la branche suit. Activés par défaut.

Weight · Ease · Other · Other Start · Match Root

Weight 0–1, défaut 1. Ease : secondes de fondu, 0.15. Other : clip de même Skeleton. Other Start : temps initial/pose. Match Root aligne Root ou cumule Repeat Range.

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

Translation : cm ; Rotation : degrés. Pivot : centre en espace composant. Interpolate Direction désactivé ; activé répartit le virage dans le temps. Distinct des cases de canaux.

Speed · Duration · Repetitions

Speed 0.05–20, défaut 1. Duration : secondes, 0.5 ; pause, boucle ou insertion. Repetitions : total 1–100, défaut 2. Champs selon l’opération.

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

Mirror Axis : 0=X, 1=Y, 2=Z, défaut Y. Smooth Radius : 1–120 images, défaut 3. Spline activé. Curve : nom exact ; clés : Time en secondes et Value.

CRC / 19

Trajectoire et clés temporelles

SHAPE THE ANIMATION PATH
08
Illustration · légendes en anglais · SHAPE THE ANIMATION PATH

Read Root Path · Path: Time, Position, Heading

Read Root Path crée des clés depuis l’aperçu valide ou Source. Time : secondes, Position : XYZ composant en cm, Heading : yaw en degrés. Deux temps croissants requis.

XY path editor · Shift-click · Spline

Glissez pour XY, Maj-clic ajoute. Hauteur, temps et direction dans Path ; supprimer l’entrée retire le point. Le panneau édite le dernier Edit Trajectory ; la suite peut modifier le résultat.

Time Keys: Output Time · Source Time

Les clés associent secondes de sortie/source. (0,0), (1,1), (2,1), (3,2) crée une seconde de pause. Sortie croissante depuis zéro ; source dans le clip, non décroissante.

CRC / 20

Recettes, lots et poses

EDIT CURVES. REUSE THE WORKFLOW.
16
Illustration · légendes en anglais · EDIT CURVES. REUSE THE WORKFLOW.

Suggest Mirror Pairs

Ajoute Mirror avec des paires de bones suggérées. Vérifiez côtés, axe et masques. Saisissez Curve Pairs séparément ; le bouton ne propose pas de paires de courbes.

Save Recipe · Load Recipe

Save Recipe écrit opérations/réglages en JSON. Load Recipe garde Source et Batch. Les assets référencés doivent exister dans projet/engine. La recette ne copie pas les clips.

Batch · Process Batch · Cancel

Ajoutez les clips à Batch. Process Batch traite chaque source unique séparément. Cancel agit entre clips ; résultats sauvegardés conservés. Statut et détails d’erreur dans Output Log.

Save Pose

Capture la pose affichée à l’instant courant en Sequence dans Pose Folder. Original capture la source. Réutilisez comme Other dans Apply Pose ; pas une bibliothèque Pose Asset.

CRC / 21

Résultats, graphe et baking

CR_<Mesh> · PHYS_<Mesh>

CR est le Control Rig Blueprint modifiable ; PHYS est le Physics Asset facultatif. Les Rigs actuels utilisent la Control Shape Library standard d’Unreal. Certains anciens Rigs dépendent de CR_<Mesh>_Resources : conservez ce dossier tant qu’il est référencé.

Forwards Solve · Backwards Solve

Forwards pilote les bones ; Backwards ajuste les contrôles à l’animation. Les fonctions nommées contiennent les détails. La pose est reconstruite, pas les blends ni choix procéduraux d’origine.

Sequencer · Bake To Control Rig

Ajoutez le personnage animé à Sequencer. Sur sa piste, Bake To Control Rig, choisissez le Rig et vérifiez pose/courbes. Ce sont des outils Unreal, pas des boutons CRC.

Migrate

Utilisez Migrate dans Unreal pour transférer le Rig et ses dépendances de projet. Les ressources Control Rig correspondantes de l’Engine doivent aussi être disponibles à destination. Copier uniquement l’asset CR ne suffit pas.

CRC / 22

Préférences de l’éditeur

Project Settings > Plugins > Control Rig Creator

Left Panel Width : largeur initiale, 420 par défaut, 320–640. Le séparateur redimensionne aussi les panneaux. La langue choisie en haut est enregistrée par utilisateur/projet.

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

Grid, Auto Frame et Mesh activés ; Bones/Labels désactivés. Mode : Rig, Physics, Skeleton, Mesh ; défaut Rig. Initialise l’aperçu. URLs en lecture seule.

CRC / 23

Dépannage et assistance

Build failed · Copy error details

Copy error details copie l’erreur, sans envoi. Vérifiez bone, données, chemin ou action mentionnés. Pour Pautinka, ajoutez versions et étapes de reproduction.

Only one joint moves · Hidden controls · No Morph Board

Vérifiez rôles, inclusion et parents ; utilisez CHAIN/IK plutôt qu’un seul FK. Affichez détails/visage dans Global. Pour le board, vérifiez Morph Targets et options puis recréez.

Physics jitter or exploding bodies

Vérifiez intersections et paires. Testez sans gravité pour repérer les contraintes mal alignées ; corrigez formes et repères. Amortissement modéré. Réduisez les petits corps ou utilisez substepping. Guide Epic lié.

Empty preview · Different timing · Missing plugin

Choisissez le Preview Mesh du même Skeleton et actualisez. Original compare les mêmes secondes après retiming, d’où des poses différentes. Si CRC manque, vérifiez chemin, compilation, activation et redémarrage.

CRC / 24

Référence du Dictionary

Fiches originales. Identifiants, alias et descriptions gardent leur langue source. Références de reconnaissance, pas des presets supplémentaires.

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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