# 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&#x20;

Slot bone at the eye: Eye\_node&#x20;

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

<table><thead><tr><th width="116">Type</th><th>No.1 （Parent/Child/Child…）</th><th>No.2</th><th>No.N</th></tr></thead><tbody><tr><td>Upper</td><td>Upper_1_F/Upper_1_C_1/Upper_1_C_2/…</td><td>Upper_2_F/Upper_2_C_1/Upper_2_C_2/…</td><td>Upper_N_F/Upper_N_C_1/Upper_N_C_2/…</td></tr><tr><td>Lower</td><td>Lower_1_F/Lower_1_C_1/Lower_1_C_2/…</td><td>Lower_2_F/Lower_2_C_1/Lower_2_C_2/…</td><td>Lower_N_F/Lower_N_C_1/Lower_N_C_2/…</td></tr><tr><td>Dress</td><td>Dress_1_F/Dress_1_C_1/Dress_1_C_2/…</td><td>Dress_2_F/Dress_2_C_1/Dress_2_C_2/…</td><td>Dress_N_F/Dress_N_C_1/Dress_N_C_2/…</td></tr><tr><td>Hair</td><td>Hair_1_F/Hair_1_C_1/Hair_1_C_2/…</td><td>Hair_2_F/Hair_2_C_1/Hair_2_C_2/…</td><td>Hair_N_F/Hair_N_C_1/Hair_N_C_2/…</td></tr></tbody></table>

Weapon slot bone at the right hand: Weapon\_R\_Node
