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Biped Controls

Context Menu (Right-Click)

Before reviewing each controller, note that a context menu (right-click) provides quick access to all rig features.

It includes options such as:

  • Controller display levels
  • Quick selection of controller groups
  • Mirror or flip poses and animations
  • Return to bind pose for part or all of the rig
  • Pin hands and feet (to head, hips, or world) via space switches
  • IK/FK switching for limbs

Context Menu

World Controls

The World Control is the main controller of your character.

  • All other controllers are parented to it.
  • Moving it moves the entire rig.

You use it to position, rotate, and scale the character in your scene.

note

It also includes a dedicated attribute: scale_offset.

This parameter is mainly used for scene-specific adjustments, such as when working on particular shots or sequences that require scale corrections.

This controller also hosts the visibility switches for the various modeling elements that make up your character.

World Attributes

Under the World Control, you’ll find the following child controllers:

  • c_move: used to create global motion paths for the character
  • c_fly: functions like c_move but with a pivot centered on the character’s center of gravity
  • c_scale: used to scale the character, with attributes to enable or disable squash and to adjust the scale pivot

c_scale

Spine Controls

The spine hierarchy is organized as follows:

  • At the base of the spine: c_cog (FK pelvis control). The entire upper body follows it.
  • Then: c_spine_1 and c_spine_2 (FK hierarchy)
  • For IK:
    • c_pelvisIK: moves the pelvis independently from the upper body
    • c_spineIK: moves the upper spine independently from the lower part

Each controller includes attributes to:

  • enable squash and stretch
  • adjust slide (modifies joint positions to refine the silhouette)

These attributes are shared proxies and are the same across all controllers.

Spine Attributes

Right-click to reveal two extra controllers for fine-tuning the spine silhouette:

  • c_spineIK_mid: middle of the spine curve
  • c_pelvis: pelvis joint only (without the spine)

Spine Right Click

Neck and Head Controls

The neck and head controls are organized as follows:

  • c_neck: FK control at the base of the neck
  • c_head: IK control for the head, drives translation, rotation, and scale
  • c_head_scale: manages head squash and stretch

These controls also includes stretch, squash, and slide attributes, similar to the spine.

Right-click on c_head to reveal an intermediate controller c_neckIK_mid for finer silhouette control.

Arm and Leg Controls

Arms and legs share similar control structures:

  • An IK control at the end of the limb (e.g., c_hand_IK_L), active by default
  • Pole vectors are computed automatically, but can be adjusted via the twist attribute

Common Attributes (Arms & Legs)

  • Enable stretch/squash (shared proxy attributes, same as spine and head/neck)
  • min_stretch: sets the minimum stretch value
  • soft: smooth transition between normal and stretched
  • follow/pin: space switch attributes, also accessible via right-click
  • arc/smooth: adjusts limb bending
  • fix_twist: improves twist deformations
note

👉 You can switch between IK and FK from the right-click menu.

You can also reveal extra silhouette controls for limbs, featuring attributes such as pin root, useful when animating elbows or knees resting on a surface.

Elbow Pin Root

Leg-Specific Attributes

  • stomp: applies a local stretch and squash on the foot for impact animations
  • bank: tilts the foot sideways, useful for leaning or turning motions
  • foot_roll: controls the rolling of the foot from heel to toe
  • Other roll/pivot attributes: manage the position and rotation of the reverse foot setup

Arm-Specific Features

  • Ability to show finger controls via right-click on the hand IK control (hidden by default)
  • c_pinky_meta_L: used to progressively move all fingers, making it easy to create a cup gesture

Cup Gesture

Clavicles

  • auto_rotate: automatically rotates the clavicle to follow the arm (not built by default)
  • auto_translate: converts clavicle joint rotation into translation, which can help improve deformations, especially on cartoon-style characters

Clavicle Auto Rotate