19.0

76 AutoRigger and CMotion
Before we continue, lets take a look at our model in the perspective view. The parts of the rig that we have created
are not scaled in line with the character model. They are far too small. This is not a problem at this stage because
the adjustment and re-positioning of the rig’s individual components will be done later, after all components have
been generated. In the next step we will generate the legs. If you Cmd/Ctrl + click on the button, two legs will be
generated.
Note that if buttons for further rig components are not displayed, check in the Object Manager to see which compo-
nent is currently selected. If, for example, you want to generate legs, the spine must be selected. If the pelvis is selec-
ted, you will only be able to generate a spine. Alternatively you can SHIFT + click to remain in the previous hierarchy.
Once the legs have been generated we will continue with the arms. Here you can also select between forward and
inverse kinematics, plus an additional option, Limb. While the former two options generate arms with five fingers,
the latter creates limbs with only upper and lower arm elements. To these you can later add fingers, be it 2, 3, 4 or
five – or however many you want. For this tutorial we will only use upper and lower arm elements. Once you have
added the arms, click on the Head button to add the head. This completes our rig.
Adjusting the Rig to Match the Mesh
Lets have a look at what we have done so far: We have created a rig that contains all components needed for our
character, only that the rig is too small. This is why we will now scale the rig to match our mesh. First, select the
Character object in the Object Manager and switch to the Adjust menu in the Attribute Manager. The rig’s appea-
rance will change drastically in the Viewport: it will turn into a green, red and blue stick figure at whose joints are
circles of the same color.