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auto rigger

Setup Arise

6
  • Introduction
  • System Requirements
  • Create Account / Login
  • Installation
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  • Troubleshooting

Getting Started Tutorial

8
  • Interfaces (UI)
  • How To Prepare The Model For Rigging?
  • What Are Nodes, Attachments, and Presets?
  • What Are Guides?
  • What is The Attribute Editor?
  • Let’s Start Rigging
  • How To Export Rigs?
  • Digging Deeper

Elements

29
  • Node
  • Attachment
  • Presets
  • Attribute Editor And Attributes Types
  • Workspace
  • Outliner
  • Guides
  • Connections
  • Loading/Saving
  • Placeholders
  • Dump_grp
  • Skinning Joints
  • Poses
  • Group Node
  • Rig Base Node
  • Helper Tools
  • Preferences
  • Scene Settings
  • Log Viewer
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  • Model Updater
  • AI Auto Guides Placement
  • Rig Mocap Tester
  • Rig Export
  • Batch Menu
  • Sticky Note
  • API Commands
  • Custom Ctrls Shapes
  • Ctrl Shapes Lookup

How To Create Your Own Node

6
  • The Basics On How To Create Your Own Node
  • Creating Attributes
  • Creating Guides
  • IoJoint
  • IoTransform
  • Example Node Module

How To Create Your Own Attachment

1
  • Creating Custom Attachments in Arise

Basic Nodes

8
  • Base Node
  • One Joint
  • FK Chain
  • IK Chain
  • Two Joints IK
  • Dynamic FK Chain
  • Eye
  • Path

CA Nodes

12
  • CA_Spine
  • CA Head
  • CA Leg
  • CA Arm
  • CA Fingers
  • CA_Mouth
  • CA Eye
  • CA Quadruped Back Leg
  • CA Quadruped Front Leg
  • CA Ribbon
  • CA Tentacle
  • CA Wing

Attachments

22
  • SpaceSwitch
  • CtrlsShape
  • CtrlsSettings
  • MakeDynamic
  • FollowSkeleton
  • PostScript
  • MovablePivot
  • HelperJoints
  • Rename
  • AttributesSettings
  • CustomDriver
  • CustomDriven
  • ManualConnections
  • AddJoints
  • AddGroupAbove
  • JointsSettings
  • Parent
  • AddAttribute
  • ConnnectAttribute
  • HumanIK
  • CtrlsLockHideAttributes
  • CtrlsLimitAttributes

Mechanical

2
  • Vehicle Body
  • Wheel
View Categories
  • Home
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  • FollowSkeleton

FollowSkeleton

By using ‘FollowSkeleton’, you can create a single joint chain tree that can be used by other programs, such as game engines.

Many nodes are not compatible with game engines by default because their joints do not form a single joint chain tree.
To support game engines, “FollowSkeleton” creates an FS joint for each skinning joint, constrains itself to that joint, and parent itself under another FS joint.
As a result, a single joint chain tree is created that has the same functionality as the rig.

Attributes:

  • ‘Support Scale’ – An additional joint with the suffix ‘_SCALE_FS_JNT’ will be created under every FS joint to support scaling.
  • ‘Switch Skinning Tag’ – The skinning tag is transferred from the original joints to the FS joints.
    Tagged skinning joints are used by some attachments.
    ‘MakeDynamic‘ and ‘FollowSkeleton’, for example, create their joints only for skinning-tagged joints.
    Arise’s ‘Helper Tools’ also use them for selecting joints.
    For more information about Skinning Joints.
  • ‘Enable Joints Color’ – Enable changing the color of the new FS joints.
  • ‘Joints Color’ – Specify the color of the new FS joints.
  • ‘Forward Axis’ – Arise is built with the Y axis facing down the chain. This attribute allows you to change the orientation of FS joints, so the X or Z axis can face down the chain instead. {New to version 1.07.00}.
  • ‘Forward Axis Twist’ – After selecting the axis facing down the chain with the ‘Forward Axis’ attribute, this attribute allows you to control the orientation of the side-axis (twist axis) in degrees. {Version 1.07.01}. 
  • ‘Follow Joints’– The attachment automatically fills out this information and you usually do not need to modify it.
    • ‘create_follow_joint‘ – Determines which joint gets a follow-joint.
    • ‘parent_joint‘ – Select the parent of each FS joint. Choosing ‘None’ means that it will be a top joint, and you can have more than one top joint.
  • ‘Reset Changes’ – A button to reset any changes made to the ‘Follow Joints’ table above.
  • ‘FS_Driven’ – A connection attribute, the default value will be ‘skeleton_grp’, but to make the whole rig a single joint chain tree, it should be connected to another node’s ‘FollowSkeleton’.
    Through a connection the top joints are parented under the driver joint of another ‘FollowSkeleton’.
  • ‘FS Driver Joint’ – This joint will be the parent of other ‘FollowSkeleton’ attachments connected to the ‘FS Driver’ attribute.

Notes:

  • In order to connect to more than one FS joint, you may need to use a ‘CustomDriver’ attachment.
    As an example, the arms connect to the chest joint on the spine and the legs to the pelvis joint on the spine, and only one of those can be set in the ‘FS Driver Joint’ attribute, so the spine will need a ‘CustomDriver’ for the other one.
  • Using the ‘Helper Tools’ -> ‘Weights Transfer Tool’, you can transfer skinning to the new FS joints.
  • When ‘create_follow_joint’ for a joint is unchecked, other joints will still have it listed as an option in the ‘parent_joint’ dropdown. Choosing that joint as a ‘parent_joint’ will instead result in it becoming a top joint.
  • ‘FollowSkeleton’ only displays joints tagged as ‘skinning_joint’.
  • If you want to add a ‘FollowSkeleton’ attachment to a ‘Base’ node, you must first use a ‘JointsSettings’ attachment and set the joint as a ‘skinning_jnt’, otherwise no joint will appear.
  • (As of version 1.03.03) Mirrored nodes employ a negative scale to achieve a ‘true mirror’ effect for animators.
    However, the FS joints on these mirrored nodes deliberately do not adopt a negative scale.
    This intentional design choice aims to ensure compatibility with various game engines, motion capture systems, and other applications. As a result, the Z-axis orientation of the FS joints in mirrored nodes will be inverted in comparison to the original node’s joints.

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Get Arise at: https://www.ariserigging.com

Updated on May 13, 2026

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