# RigLogicNoBones

This Animation Blueprint node allows users to select which bones are updated by Meta Human Rig Logic functionality.

<div align="left"><figure><img src="/files/uIXSKkOnL8sdjy5VebvG" alt=""><figcaption></figcaption></figure></div>

| Ignore Type       | Description                                                  |
| ----------------- | ------------------------------------------------------------ |
| Ignore Selected   | Bones that are listed will ***not*** be updated by rig logic |
| Ignore Unselected | Bones that are listed will be updated by rig logic           |
|                   |                                                              |

Right clicking the nodes brings up its own menu:\
![](/files/KHAaYh4g4l3J3L4myETX)

**Add Bones** adds one item to Bones array

**Add Bones from Clipboard** pastes bones array from clipboard into the Bones array

**Clear Bones** clears the entire Bones array. Requires selecting **Refresh Nodes** afterwards so all node Pins get also removed.

<details>

<summary>To have a fully functional Meta Human head that correctly attaches to the body. You need to make sure the following bones are not ignored:</summary>

```
root
pelvis
spine_01
spine_02
spine_03
spine_04
spine_05
clavicle_pec_l
clavicle_pec_r
spine_04_latissimus_l
spine_04_latissimus_r
clavicle_l
clavicle_out_l
clavicle_scap_l
upperarm_l
upperarm_correctiveRoot_l
upperarm_out_l
upperarm_fwd_l
upperarm_in_l
upperarm_bck_l
clavicle_r
clavicle_out_r
clavicle_scap_r
upperarm_r
upperarm_correctiveRoot_r
upperarm_out_r
upperarm_fwd_r
upperarm_in_r
upperarm_bck_r
neck_01
neck_02
head
FACIAL_C_FacialRoot
```

</details>

{% embed url="<https://youtu.be/dCxB3qdLns0?si=_vqjOKasoT8aflL7>" %}


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