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How does the root joint work with a custom skeleton?

Hello everyone I am stuck with a rigging issue. I need to make a few custom rigs and I am trying to understand the relation of the root bone (0,0,0) to the rig. I know the pelvic joint needs to be attached and I can see the wrist joints to the hand also attached (parented). I am used to making rigs for animated productions with Maya so what I am asking is best practices for using the root in relation to the rig and how it should be hooked up?

Do I need to attach IK handles to it as well?

Product Version: UE 4.8
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asked Jul 05 '15 at 10:08 PM in Using UE4

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AlexBone3D
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FWIW, what you are seeing on the rigs is not exactly the wrist bone. There are essentially 2 wrist bones -- one that is within the hierarchy (shoulder>elbow>wrist) and the other that is off of the root (root>wrist_ik).

It's more efficient to use an IK that has a 'shorter' path to the end bone, rather than having to calculate it all the way through the skeleton (root>hips>spine1>spine2> etc... > wrist) to calculate it.

But! Unless you need to actually use IK in your game you can ignore this. It's generally a good idea to include the IK bones in the skeleton in case you might need to use them later, though. (you never know and they're cheap to keep around)

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answered Jul 08 '15 at 01:59 PM

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jmalaska
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avatar image AlexBone3D Jul 09 '15 at 06:24 PM

aw ok that makes more sense thank you

avatar image jmalaska Jul 14 '15 at 01:50 PM

Happy to help! If this answers your issue feel free to mark as 'answered'

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