Using 3ds Max CAT's Naming System
 
 
 

3ds Max CAT does not mandate any particular naming convention; instead, each rig preset contains a different naming scheme. You can easily modify the naming scheme to suit your requirements.

Each bone’s name is defined by the combination of the CATRig’s name and name of any group the bone belongs to and also the bone’s local name. Of course, you can clear a name field and then this field will have no effect on the final name.

<CATRig Name>+<Limb Name>+<Bone Name>+<Bone Seg Name>

The default names given to bones when you create a rig from scratch are intended only as a basis for you to modify and define your own naming sceme.

Naming the CATRig

Each preset CATRig is created with its assigned name. If you want to have more than one of the same CATRig preset in a scene, it is a good idea to give it a unique name.

To change a CATRig name, select the CATParent, go to the Modify panel and enter a new name in the Name field on the CATRig Parameters rollout. Doing so renames the CATParent, and the entire CATRig hierarchy inherits the new name.

Naming Hubs

Each hub name derives from this simple formula:

<CATRig Name>+<Hub Name>

So, for example, in the Alien rig, the hub names are AlienHead and AlienPelvis.

Naming Limbs

Each limb has a name parameter that you may wish to fill in with an appropriate name.

For example, when you add an arm, the new arm’s default limb name parameter is "LArm" or “RArm,” depending on which side you add it to.

Naming Limb Bones

Limb bones can be divided into segments, and each segment should have a uniqe name.

Each bone is assigned a name according to the following scheme.

<CATRig Name>+<Limb Name>+<Bone Name>+<Bone Seg Name>

If, for example, you want a character’s right upper-arm bone to be named "FredLUpperarm," then name the CATRig "Fred," enter "L" in the limb name field, and enter "Upperarm" in the bone name field.

When the names are added together, the following is the result:

"Fred"+"L"+"Upperarm"=FredLUpperarm

Each bone segment can have a customized name as well. The Bone Seg Names become valid only when you have more than one bone segment. The bone seg names default to “1,” “2,” “3,” and so on, but you could change this to anything else, such as “A,” “B,” “C,” etc.

Naming Palms and Ankles

The palm or ankle stores a local name that is added to the CATRig name and the Limb name:

$<CATRig Name>+<Limb Name>+<Palm/Ankle Name>

Naming Digits

Digits are made up of a hierarchy of bones that are all connected together with one digit controller. This is much the same way that limbs work. The digit controller stores a name for the entire digit, and each bone in the digit also stores its own local name.

$<CATRig Name>+<Limb Name>+<Digit Name>+<Digit Bone Name>

Naming Tails

The tail is made up of a hierarchy of bones that are all connected together with one tail controller. This is much the same way that limbs work. The tail controller stores a name for the entire tail, and each bone in the tail also store its own local name. Each bone’s name is the result of concatenating the CATRig name and the tail name and the bone name.

$<CATRig Name>+<Tail Name>+<Bone Name>

Naming Extra Bones

Extra bone names are simpler than other body parts. Each extra bone stores its own name, which added on to the CATRig name.

 $<CATRig Name>+<Extra Bone Name>

Naming Spines

The spine is made up of a hierarchy of bones that are connected together with one spine controller. The spine controller stores a name for the entire spine, and each bone in the spine also stores its own local name. Each bone’s name is the result of concatenating the CATRig name and the spine name and the bone name.

$<CATRig Name>+<Spine Name>+<Bone Name>