UNIVERSAL HUMAN Shape Keys (sold separately) Head: Normally should be rotated and scaled,
but can be moved as well to add neck curvature.
Armature Layers
Gender: Rotate to change the gender
BODY RIG
(Properties Editor, Armature panel)
Neck: Normally should be rotated, but can The other layers
Races: Move to the right to add race be moved as well to add to neck curvature. contain inner
Layer 1: Contains all Layer 2: Contains all workings of the rig
Shapes: Positions, scales and rotates Shoulders: Sometimes useful controls necessary controls necessary that are normally
the Shapes widget for working in IK. for working in FK. best left alone.
Proportional features are in orange for adjusting spine curvature.
Neck Length: Scale to lengthen the neck. To move the Shoulder: Rotates the shoulder and scales to
head relative to the neck length, select the Neck control lengthen the clavicle. Use in conjunction with
first then shift-select Neck Length, and set Pivot Center arm rotation, especially when the upper arm is at
to Active Element. ( ) before scaling. extreme angles.
Collections
1: Body object Arm Position: Positions the arm. Can Thorax: Normally should be rotated, but can
also be rotated to correct shoulder Layer 4: Contains all Select Layer 1 and shift-select Layer 2
be moved to exaggerate spine curvature. Note
orientation in more extreme poses. Breathe Proportional controls. and 4 to show all controls at once.
that moving it will also move the control’s pivot
point away from the body; to move the entire
Arm Length: Scale to lengthen the arm. torso it is best to shift-select the Pelvis and
2: Armature
Torso controls and move them together.
Torso: Rotates the chest around the pelvis. Proportions Note: Corrective shapes may become distorted when using
3: Eyeball objects May be moved, but note that this will also more extreme proportions. They can be reshaped by selecting the
Upper Arm: Rotates the entire
move the control’s pivot point away from applicable Corrective shape key and sculpting or editing it.
arm when FK switch is active.
the body. To move the entire torso it is
20: Custom bone best to shift-select the Pelvis control and
shape objects move it together with the Torso. Arm Pole: The elbow joint
Note that collections are unnamed points towards this. Use Tip: If a joint such as the shoulder,
Spine Length: for orienting the arm.
to maintain backwards compatibility. Spine Bones: These 3 bones Scale to lengthen hip or thumb is deforming badly, it
can be used to tweak the spine the spine. may be that it has twisted into an
curvature, more-so when the unnatural position. Try moving its
Forearm: Rotates in FK and IK pole around the joint to bring it
Thorax or Torso has been
Leg Position: mode; useful for straightening back into alignment.
moved to compress it.
Positions the the arm or bending the elbow
Ground Collision: The Foot Main Control and Finger leg. Can also backwards when in IK mode.
controls collide with the ground plane. To allow them to Pelvis: Moves/rotates the pelvis be rotated to
pass through, disable their Floor constraints in the Bone and scales the torso. Note that correct hip
Constraints panel. Change the collision object under moving the pelvis will cause the orientation in
Target (currently set to Body). pivot points of the torso and more extreme
poses. Wrist: Rotates Arm & Hand IK/FK Switch: Move to switch
thorax to remain behind. To move
hand when FK into FK mode so the joints can be rotated
the entire torso it is best to shift-
switch is active. manually. Useful for animating the limbs in
select the Torso control and Leg Length: smooth arcs. Note that this will move the
move it together with the Pelvis. Scale to limb away from the position of its IK controls.
lengthen Hand FK:
the leg. Moves the arm
and rotates and
Tip: To rock the foot back and Hand IK: Moves the arm
Leg IK/FK Switch: scales the entire
forth or side to side, shift-select Thigh: Rotates when and rotates and scales the
Move to switch into hand assembly.
the Heel and Toes or Roll Inward Leg FK switch is hand while leaving fingers
Roll Inward: FK mode, so the
and Outward controls, and set Leg Pole: The active. in IK mode, so the
Pivots the foot joints can be rotated Thumb
Pivot Center to Indivitual Origins knee points fingertips remain in place.
from the foot independently. Useful Proportions:
( ). To rock back/forth you’ll for animating the towards this.
arch. Scales and Metacarpals: Rotates the
also need to lock the controls’ Y limbs in smooth arcs. Use to orient Shin: Rotates in FK and IK
the leg. mode; useful for positions the 4th and 5th metacarpals.
and Z rotations. Note that this will
straightening the leg or thumb. Used in clenched fist pose
move the limb away
bending the knee and certain other positions.
from the position of
Foot Ball: Pivots the its IK controls backwards in IK mode.
foot from the ball of the Finger Curl: Flexes/extends
Metacarpal: finger. Works in both IK and
foot.
Scales, rotates FK modes. Tip: quickly pose
Heel: Pivots the foot and positions the hand by selecting all these
from the heel. Root: Master control for the metacarpal.
Toes: controls and moving the cursor
positioning entire rig.
Rotates the up/down/left/right from
toes up and different viewpoints.
down.
Roll Outward: Pivots the Finger Length: Knuckle Pole: The knuckle
foot from the outer edge. Scale to lengthen points towards this. Use for
the finger. orienting the roll of the finger.
Foot Bones: These Finger Tip: Moves
Toe Tip: Pivots the Foot: Moves the Finger Back-Bend: The middle phalanx can
2 bones rotate the the finger, and
foot from the tip of leg and rotates and be rotated to straighten or bend the finger
foot and toe while also rotates the
the toes. scales the entire backwards. The other phalanges can only
in FK mode. distal phalanx.
foot assembly. be directly manipulated in FK mode.
©2022 Chris Jones www.chrisj.com.au