Rigging
Placing markers
The full marker list, how placement works, and the rules that decide rig quality.
Markers are the only input that decides where the bones land. Everything else is automatic, so this is the step worth spending time on.
How a marker is placed
Clicking in the viewport casts a ray into the mesh. Instead of taking the first surface hit, RiggingCore collects all the hits along the ray, sorts them, and places the marker halfway between where the ray enters and where it exits.
That puts spine and limb bones on the centerline of the body instead of stuck to the skin. It is the same trick used for the finger joints.
The markers
Spine and head
Arms (left side only)
Legs (left side only)
Rules that matter
spine_02 through spine_04, neck_02) follow Manny's own curve along the chain.What happens after
The main bones land exactly on their markers. Twist bones go to their parent, because a generated rig has nothing driving them. Every bone aims down the chain toward its main child and keeps Manny's roll, which is what makes retargeting look right instead of subtly twisted.
