Motion Lab
Available nowBuild a Pivot Skeleton
Connect the rig without adding exportable controller bones.
Turn an existing Group hierarchy into direct pose controls, review its links, and store the result with the model.
7 min read
01
Prepare the hierarchy
- Use Groups for the rigid parts you want to animate.
- Place each Group origin at the joint it should rotate around.
- Select any Group inside the character before opening Pivot Skeleton.
- Save a copy of an older production model before changing ownership or pivots.
02
Start with Auto Setup
- 1
Open Pivot Skeleton
Select the character and find the Pivot Skeleton panel in Edit mode.
- 2
Choose Auto Setup
Use the detected hierarchy when its parent and child order already describes the rig you want.
- 3
Check the result
Confirm that the character root, limbs, head, and intended branches are covered.
03
Correct links in the viewport
- 1
Open Connect in Viewport
Use the focused skeleton only when a detected link, role, or endpoint needs correction.
- 2
Connect parent to child
Select the parent control, then the child control. A directed link replaces the wrong connection.
- 3
Add an endpoint
When a hand, foot, head, or chain has no terminal Group, add a metadata-only endpoint and place its diamond at the tip.
- 4
Review roles
Check the named roles used for roots, body pivots, bend controls, hands, and feet.
04
Use Auto Bind only when needed
Preview Auto Bind reports confident and ambiguous rigid ownership suggestions. Previewing changes nothing. Accept only the individual Group reparenting suggestions that match the model.
05
Apply or cancel
- Apply Skeleton stores confirmed links, roles, endpoints, and contacts with the model.
- Accepted Auto Bind changes join the same recoverable Undo edit.
- Cancel discards the draft and leaves the saved skeleton and hierarchy unchanged.
- No helper controls or extra animation tracks are added to the Outliner.
