User Interface for DETECT JOINTS Step
The DETECT JOINTS step establishes the key joint positions of the imported character using Guide Points. These points are then used to generate a full-body skeleton, which serves as the basis for generating the Align Mesh Points required for the subsequent wrapping process.
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Feature |
Description |
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A |
Transform Type |
Transform the selected bones with different modes. These radio buttons are only enabled after the skeletal structure is generated.
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B |
Midpoint Placement |
Compels the guides and bones to stay in the mesh volume when activated. Please refer to the Relocating Guides and Bones with Midpoint Placement Feature section for more information. |
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C |
Symmetry Selection |
Simultaneously selects and moves bilateral guides or bones. |
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D |
Generates Guide Points symmetrically on both sides when enabled. Disable it for asymmetrical models to position Guide Points independently. |
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E |
Create Guides |
Creates Guide Points automatically or based on the skeleton structure of the imported mesh (FBX format). |
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F |
Sets the number of fingers on the character. |
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G |
Sets the number of toes on the character. |
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H |
Generate Skeleton |
Generates the body skeleton and Guide Points for the fingers and toes. |
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I |
Skip Joint Detection |
Proceeds to the ALIGN POINTS step without creating align points. |
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J |
Guide Point Reference |
Displays a reference image showing the recommended position of the selected Guide Point for accurate placement of body, finger, and toe Guide Points. |
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K |
GENERATE WRAP POINTS |
Proceeds to the ALIGN POINTS step with align points based on the body skeleton and the finger and toe Guide Points. |
|
L |
3D Viewport |
Switch between different perspective views and drag to reposition the Guide Points or skeleton bones. You can also adjust the orientation of the shoulder, elbow, and thigh joints. |



