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auto rigger

Setup Arise

6
  • Introduction
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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?
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  • How To Export Rigs?
  • Digging Deeper

Elements

29
  • Node
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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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  • Basic Nodes
  • Base Node

Base Node

A Base node is at the root of every rig.
The base node creates the master ctrls that move the entire rig, which is why all connections lead to it.
Each character should have only one Base node.

Attributes:

  • ‘Ctrls Scale’ – Scale all the node ctrls. Note that the attachments ‘Ctrls Settings’ and ‘CtrlsShape’ will override this. [As of version 1.06.03]  ‘Update’ button to change the ctrls size without requiring a rebuild. [Video]
  • ‘Expose RotateOrder’ – Exposes all the ctrls ‘RotateOrder’ attribute in the Channel Box. [Video]
  • ‘Skinning Joint’ – If checked, the ‘Base’ joint will be tagged as a skinning joint, which is necessary for attachments like ‘FollowSkeleton‘ to operate correctly. For more information about Skinning Joints.
  • ‘Joints Visibility’ – The base node controls the visibility of all the joints from all the nodes connected to it.
    Selecting the ‘base_ctrl’ and changing its ‘Joints Visibility’ attribute does the same thing as changing this value.
  • ‘Geometry Display’– Add a dropdown attribute to ‘base_ctrl’ called ‘Geometry Display’ with these options:
    • ‘Normal’: Character meshes can be selected.
    • ‘Template’: Character meshes are not selectable and appear as gray wireframes.
    • ‘Reference’: Character meshes are not selectable, but they appear normal.
      The next attribute, ‘Geometry Group’, will also need to be set up in order for this to work.
  • ‘Geometry Group’ – Specify the group under which the character meshes are located.
    You can select the group and press the arrow button to the right of the attribute instead of typing the group’s name.
    When you hover over the * indicator, you’ll see tooltip information about whether the name is a valid transform.
    It is best to parent the character meshes under ‘rig_root_grp’|’geometry_grp’.
  • ‘Display Value’ – Select the value for ‘Geometry Display’.

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

Updated on May 13, 2026

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