Reference for Naming Bone and Slot Bone
Hanging on the head bone (Bip001 Head)
Slot bone at the hair: Hair_node
Slot bone at the head: Head_node
Slot bone at the eye: Eye_node
Slot bone at the mouth: Mouth_node
Hangs on ear bones (L_ear/R_ear)
Slot bone at the ear: Ear_R_node Ear_L_node
Hanging on the chest bone (Bip001 Spine2)
Slot bone at the chest: Chest_node
If Bone added, name the slot bone “Chest_node/NeckAcc_1_F/NeckAcc_1_C_1/NeckAcc_1_C_2”. Note that the fixed mode of the slot bone has been transformed into dynamic bone mode at this time.
Hang on the neck bone (Bip001 Neck)
Slot bone at the neck: Neck_node
If Bone added, name the slot bone “Neck_node/NeckAcc_1_F/NeckAcc_1_C_1/NeckAcc_1_C_2”. Note that the fixed mode of the slot bone has been transformed into dynamic bone mode at this time.
Hanging on Back Skeleton (Bip001 Spine2)
Slot bone at the back: Back_node
If Bone added, name the slot bone “Back_node/BackAcc_1_F/BackAcc_1_C_1/BackAcc_1_C_2”. Note that the fixed mode of the slot bone has been transformed into dynamic bone mode at this time.
Hanging on Lumbar Bones (Bip001 Pelvis)
Slot bone at the waist: Waist_node
If Bone added, name the slot bone “Waist_node/WaistAcc_1_F/WaistAcc_1_C_1/WaistAcc_1_C_2”. Note that the fixed mode of the slot bone has been transformed into dynamic bone mode at this time.
Hang on arm bones (Bip001 R UpperArm, Bip001 L UpperArm)
Slot bone at the arm: Arm_R_node Arm_L_node
Note: The bones would dynamically increase or decrease when character wears the clothes. We can distinguish this change through the bone names. The following are the bone naming details:
Parent bone (the bone directly added to the nude model): {type name}_{item index}_F
Weapon slot bone at the right hand: Weapon_R_Node
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