Human Rig Bone Names and Standard Skeleton Hierarchy

Human rig bone structure with standard bone names and skeleton hierarchy

Intro

Human rig bone naming is the process of assigning clear and consistent names to the bones of a character skeleton.

Standardized bone names improve animation retargeting, compatibility between software packages, and collaboration between artists. They are commonly used in Blender, Maya, Unity, Unreal Engine, VRChat, Mixamo, and VRM character pipelines.

This guide includes a complete human rig bone names list, a standard skeleton hierarchy, production naming conventions, and platform-specific requirements for humanoid rigs.

Skeleton vs Rig in Character Animation

In character animation, a skeleton and a rig are closely related, but they are not the same thing.

A skeleton is the internal hierarchy of bones or joints inside a 3D character. It defines the body structure, joint placement, and how the main body parts are connected. In many 3D workflows, the terms “bone” and “joint” are often used interchangeably, although technically a joint is a pivot point and a bone is the segment between two joints.

A rig is the complete animation control system built on top of the skeleton. It usually includes the skeleton, animation controls, constraints, inverse kinematics (IK), forward kinematics (FK), skinning, deformation setup, helper bones, twist bones, and custom controls for animators.

💡 In simple terms, the skeleton is the character’s bone structure, while the rig is the toolset used to pose, deform, and animate that structure.

Clean bone names are important because animation tools and retargeting systems need a predictable structure. Standardized naming and humanoid mapping systems, such as Unity Humanoid, VRChat, and VRM, help software recognize body parts and apply animations or motion capture data to different characters more reliably.

Good bone naming also makes the rig easier to debug, mirror, export, retarget, and share between Blender, Maya, Unity, Unreal Engine, VRChat, Mixamo, and VRM pipelines.

Human Rig Bone Names List

The table below shows common humanoid rig bone names and their production-friendly equivalents. These names are not mandatory in every software package, but they are widely used in game-ready character rigs, animation rigs, and humanoid avatar pipelines.

Bone Name Common Production Rig Name Description
Hips pelvis Root body bone and center of mass
Spine spine_01 Lower torso bone
Chest spine_02 Upper torso bone
UpperChest spine_03 Optional upper chest bone
Neck neck_01 Connects torso and head
Head head Main head bone
LeftShoulder clavicle_l Left clavicle
LeftUpperArm upperarm_l Left upper arm
LeftLowerArm lowerarm_l Left forearm
LeftHand hand_l Left hand
RightShoulder clavicle_r Right clavicle
RightUpperArm upperarm_r Right upper arm
RightLowerArm lowerarm_r Right forearm
RightHand hand_r Right hand
LeftUpperLeg thigh_l Left thigh
LeftLowerLeg calf_l Left calf
LeftFoot foot_l Left foot
LeftToes ball_l Left toe base
RightUpperLeg thigh_r Right thigh
RightLowerLeg calf_r Right calf
RightFoot foot_r Right foot
RightToes ball_r Right toe base

Standard Human Rig Skeleton Structure

Example of a standard human rig skeleton hierarchy used in Unity, Unreal Engine, Blender, VRChat, and VRM character rigs.

root
└─ pelvis
   ├─ spine_01
   │  └─ spine_02
   │     └─ spine_03
   │        ├─ clavicle_l
   │        │  └─ upperarm_l
   │        │     └─ lowerarm_l
   │        │        └─ hand_l
   │        └─ clavicle_r
   │           └─ upperarm_r
   │              └─ lowerarm_r
   │                 └─ hand_r
   │
   ├─ thigh_l
   │  └─ calf_l
   │     └─ foot_l
   │        └─ ball_l
   │
   └─ thigh_r
      └─ calf_r
         └─ foot_r
            └─ ball_r

💡 Note: In Unity Humanoid rigs the pelvis bone is typically mapped to the Hips slot.

This hierarchy is a simplified game-ready skeleton example. Production rigs may include extra twist bones, finger bones, facial bones, IK targets, and helper bones depending on the animation pipeline.

Blender Bone Naming Convention

In Blender, a character skeleton is stored inside an Armature, and the individual skeletal elements are called bones. For left and right body parts, Blender commonly uses .L and .R suffixes.

For example:

  • upper_arm.L
  • forearm.L
  • hand.L
  • upper_arm.R
  • forearm.R
  • hand.R

This naming style helps Blender recognize symmetrical bones and makes it easier to mirror, flip, and edit armatures.

Blender vs Production Bone Names

Different pipelines may use different bone naming styles for the same body parts.

Naming Style Example (left / right) Common Use
Blender style upper_arm.L, hand.R Blender armatures and mirror tools
Production / game style upperarm_l, hand_r Unity, Unreal Engine, Maya, VRChat, VRM, FBX pipelines
Humanoid slots Left Upper Arm, Right Hand Unity Humanoid, VRChat, and VRM mapping

The important thing is to understand the difference between a bone name and a humanoid slot.

A bone name is the actual name inside your Blender armature or FBX file, such as upperarm_l, lowerarm_l, or hand_l.

A humanoid slot is the body-part field used by systems like Unity Humanoid, VRChat, or VRM. For example, upperarm_l can be mapped to the Left Upper Arm slot, and hand_l can be mapped to the Left Hand slot.

So your bones do not always need to be named exactly like Unity or VRChat slots. However, clean and predictable names make the rig easier to mirror, export, retarget, debug, and share between different tools.

If the character will stay mostly inside Blender, .L and .R names are convenient. If the character is prepared for a game engine or FBX pipeline, _l and _r names are often easier to keep consistent.

Blender bone naming convention diagram comparing Blender-style .L and .R bone suffixes with production game rig names using _l and _r for matching arm and leg bones.

Unity Humanoid Bone Names

Unity Humanoid uses a standardized Avatar Mapping system that allows animations to be retargeted between different character rigs. Unlike Generic rigs, Humanoid avatars do not require specific bone names as long as the skeleton can be correctly mapped to Unity’s humanoid bone slots.

During avatar setup, Unity assigns your rig bones to predefined slots such as Hips, Spine, Chest, Head, Upper Arm, Lower Arm, Hand, Upper Leg, and Foot. Once the mapping is completed, the character can use any Humanoid-compatible animation.

Unity Humanoid Avatar Bone Mapping

The Unity Humanoid Avatar system uses predefined bone slots rather than requiring exact bone names.

Unity Humanoid Avatar mapping diagram showing body, head, hand, finger, eye, jaw, spine, hips, arm, leg, foot, and toe slots.

Required Unity Humanoid Slots

The following bone slots are required for a valid Unity Humanoid avatar and animation retargeting.

Humanoid Slot Required
Hips Yes
Spine Yes
Head Yes
Left / Right Upper Arm Yes
Left / Right Lower Arm Yes
Left / Right Hand Yes
Left / Right Upper Leg Yes
Left / Right Lower Leg Yes
Left / Right Foot Yes

Optional Unity Humanoid Slots

While not always required, these bones improve animation quality and support additional Humanoid features.

Humanoid Slot Purpose
Chest Better torso animation
Upper Chest Additional spine control
Neck Improved head movement
Eyes Eye tracking
Jaw Facial animation
Fingers Hand animation
Toes Better foot roll

Unity Bone Mapping Example

A typical production rig can use completely different bone names while still being recognized as a Unity Humanoid avatar. 

  • pelvis → Hips
  • spine_01 → Spine
  • spine_02 → Chest
  • head → Head
  • upperarm_l → Left Upper Arm
  • hand_l → Left Hand

This is only a short mapping example. A full bone list is provided in the Human Rig Bone Names List section above.

Unity Humanoid Bone Naming Tips

💡 Unity does not require exact bone names such as “Hips” or “LeftUpperArm”. The important part is assigning the correct bones during Avatar Configuration.

For example, pelvis can be mapped to Hips, spine_01 to Spine, and clavicle_l to Left Shoulder without any issues.

VRChat Bone Names

VRChat avatars use Unity’s Humanoid rig system, so VRChat does not require a separate bone naming convention. The most important part is that the avatar skeleton is correctly mapped as a Humanoid avatar inside Unity.

This means that production bone names such as pelvis, spine_01, upperarm_l, hand_l, thigh_l, and foot_l can work in VRChat as long as they are assigned to the correct Unity Humanoid slots.

VRChat Avatar Bone Setup

For a VRChat avatar, focus on correct humanoid mapping first and clean production names second. The main body bones should be easy to identify, correctly parented, and assigned to the right Unity Humanoid slots.

A practical VRChat-ready skeleton usually includes:

Bone Area Example Production Names Why It Matters
Body root pelvis Main body control and humanoid hips mapping
Spine spine_01, spine_02, spine_03 Torso motion and upper body tracking
Head neck_01, head Head movement and viewpoint stability
Arms clavicle_l(r), upperarm_l(r), lowerarm_l(r), hand_l(r) Arm movement, gestures, and IK
Legs thigh_l(r), calf_l(r), foot_l(r), ball_l(r) Locomotion, foot placement, and full-body tracking
Fingers thumb_01_l(r), index_01_l(r), middle_01_l(r) Hand gestures and hand poses

Clear production names make the avatar easier to debug in Unity, especially when checking Humanoid Avatar Configuration, hand gestures, full-body tracking, and animation retargeting.

VRChat avatar armature setup diagram showing front and side views with hips, spine, elbows, knees, feet, and left right bone orientation.

Optional VRChat Bones for Better Animation

While the main Humanoid mapping is the most important part, additional bones can improve avatar movement, gestures, tracking, and facial features.

Bone Type Why It Matters in VRChat
Shoulders / Clavicles Improve arm movement and shoulder deformation
Chest / Upper Chest Improves torso movement and upper body tracking
Neck Helps stabilize head and upper body motion
Full finger bones Improves hand gestures and hand poses
Eye bones Used for eye look and avatar expression systems
Jaw bone Useful for mouth movement and facial animation
Toes / Ball bones Improve foot roll and full-body tracking movement
Twist bones Help reduce deformation problems in arms and legs

VRChat Bone Naming Tips

VRChat does not care whether your FBX bones are named exactly Hips, LeftUpperArm, or LeftHand. What matters is that the bones are correctly assigned in Unity’s Humanoid Avatar Configuration.

However, clear production names such as pelvis, spine_01, upperarm_l, lowerarm_l, hand_l, thigh_l, calf_l, and foot_l make the rig easier to debug, edit, and share with other artists.

💡 Note: In VRChat and Unity, left and right bones are named from the avatar’s perspective, not from the viewer’s perspective.

VRM Humanoid Bone Names

VRM avatars use a standardized humanoid structure, similar to Unity Humanoid and VRChat avatars. The exact FBX bone names can vary, but the bones must be correctly assigned to humanoid body slots.

A VRM-ready character can use clean production bone names such as pelvis, spine_01, spine_02, neck_01, head, upperarm_l, lowerarm_l, hand_l, thigh_l, calf_l, foot_l, and ball_l.

VRM Humanoid Mapping Example

Production Bone Name VRM / Humanoid Slot
pelvis Hips
spine_01 Spine
spine_02 Chest
spine_03 Upper Chest
neck_01 Neck
head Head
upperarm_l / upperarm_r Left / Right Upper Arm
lowerarm_l / lowerarm_r Left / Right Lower Arm
hand_l / hand_r Left / Right Hand
thigh_l / thigh_r Left / Right Upper Leg
calf_l / calf_r Left / Right Lower Leg
foot_l / foot_r Left / Right Foot
ball_l / ball_r Left / Right Toes

For VRM avatars, consistent naming is especially useful when preparing VTuber models, motion capture workflows, facial expressions, spring bones, and cross-application humanoid animation.

Hand and Finger Bone Names

Finger bones are not always required for a basic humanoid rig, but they are important for hand animation, VRChat gestures, VRM avatars, motion capture cleanup, and expressive character posing.

A common production naming convention uses three bones per finger: base, middle, and tip.

Finger Left Hand Production Names Right Hand Production Names
Thumb thumb_01_l, thumb_02_l, thumb_03_l thumb_01_r, thumb_02_r, thumb_03_r
Index index_01_l, index_02_l, index_03_l index_01_r, index_02_r, index_03_r
Middle middle_01_l, middle_02_l, middle_03_l middle_01_r, middle_02_r, middle_03_r
Ring ring_01_l, ring_02_l, ring_03_l ring_01_r, ring_02_r, ring_03_r
Little / Pinky pinky_01_l, pinky_02_l, pinky_03_l pinky_01_r, pinky_02_r, pinky_03_r

Some pipelines use little instead of pinky, or proximal, intermediate, and distal instead of “01”, “02”, and “03”. The exact naming style can vary, but the most important rule is consistency.

For example, do not mix thumb_01_l, index_proximal_L, and middle1Left in the same rig unless your pipeline specifically requires it.

Frequently Asked Questions

 

What is the root bone in a human rig?

The root bone is the highest bone in a character rig hierarchy and is usually positioned at the world origin (0,0,0). It acts as the parent of the entire skeleton and controls the overall movement of the character through space, often referred to as root motion.

In most game-ready character rigs, the root bone sits above the pelvis (hips) bone and serves as the starting point for the entire skeleton hierarchy.

What is the difference between Hips and Pelvis in a rig?

In most humanoid rigs, Hips and Pelvis refer to the same central body bone and are often used interchangeably. This bone represents the character’s center of mass and serves as the connection point between the spine and both legs.

Game engines may use different naming conventions. For example, Unity Humanoid uses the term Hips, while many production rigs and animation systems use Pelvis. Despite the naming difference, they usually represent the same skeletal joint.

Why do rigs use _l and _r suffixes?
The _l and _r suffixes are used to identify left and right side bones within a character skeleton. For example, upperarm_l represents the left upper arm, while upperarm_r represents the right upper arm.

These naming conventions help animation software automatically mirror poses, retarget animations, and simplify rigging workflows. Left and right sides are always named from the character’s perspective rather than the viewer’s perspective.

What are ball bones in a character rig?
Ball bones are joints located between the foot and toe bones. They represent the ball of the foot (toe base) and help create natural foot roll, tiptoe poses, and more realistic walking animations. In many game-ready rigs, these bones are named ball_l and ball_r.
What are twist bones?

Twist bones are auxiliary bones used to distribute rotation along a limb, helping to prevent mesh deformation during animation. They are commonly placed in the forearms, upper arms, thighs, and calves.

Without twist bones, rotating a wrist or shoulder can cause the mesh to collapse or create the well-known “candy-wrapper” deformation effect. By spreading the rotation across multiple joints, twist bones improve skinning quality and produce smoother character deformations in game engines and animation software such as Blender, Maya, Unreal Engine, and Unity.

What are the required bones for a Unity Humanoid rig?
A Unity Humanoid rig requires a core set of bones to create a valid Humanoid Avatar and enable animation retargeting.

The essential Humanoid slots are Hips, Spine, Head, Left and Right Upper Arms, Left and Right Lower Arms, Left and Right Hands, Left and Right Upper Legs, Left and Right Lower Legs, and Left and Right Feet.

Additional bones such as Chest, Upper Chest, Neck, Shoulders, Toes, Fingers, Eyes, and Jaw are optional, but they are recommended for better animation quality, hand poses, facial animation, foot roll, and compatibility with more humanoid animation features.

Unity does not always require the FBX bones to have exact names like Hips or LeftUpperArm. The important part is that the correct bones are assigned to the correct Humanoid slots during Avatar Configuration.

What bone names are required for VRChat avatars?
VRChat avatars use Unity’s Humanoid rig system, so VRChat does not require a completely separate bone naming convention. The most important requirement is that the avatar is correctly configured as a Humanoid avatar in Unity.

For a functional VRChat avatar, the main body bones should be assigned to the correct Humanoid slots: Hips, Spine, Head, Left and Right Arms, Left and Right Hands, Left and Right Legs, and Left and Right Feet.

Production bone names such as pelvis, spine_01, upperarm_l, lowerarm_l, hand_l, thigh_l, calf_l, and foot_l can work correctly in VRChat as long as they are mapped to the proper Unity Humanoid slots.

For better VRChat animation quality, full-body tracking, and hand gestures, it is also recommended to include Chest, Neck, Shoulder or Clavicle bones, Finger bones, Eye bones, Jaw bone, and Toe or Ball bones.

What is the standard bone naming convention for character rigs?
Character rigs typically use descriptive bone names combined with left and right side suffixes. Common examples include pelvis, spine_01, spine_02, clavicle_l, upperarm_l, lowerarm_l, hand_l, thigh_r, calf_r, and foot_r.

Consistent naming conventions make rigs easier to animate, retarget, debug, and share between different software packages such as Blender, Maya, Unity, Unreal Engine, and VRChat.

What is the difference between a skeleton and a rig?

A skeleton is the hierarchy of bones or joints inside a character. It defines the body structure, joint placement, and how the main body parts are connected.

A rig is the complete animation control system built on top of the skeleton. It may include controllers, constraints, inverse kinematics (IK), forward kinematics (FK), skinning, helper bones, twist bones, and custom animation controls.

In simple terms, the skeleton is the character’s bone structure, while the rig is the toolset animators use to pose, deform, and animate the character.

Do Unity, VRChat, and VRM require exact bone names?
Unity Humanoid, VRChat, and VRM do not always require exact FBX bone names. The most important part is assigning the correct bones to the correct humanoid slots.

For example, a bone named pelvis can be mapped to Hips, upperarm_l can be mapped to Left Upper Arm, and hand_l can be mapped to Left Hand. Clean names still help with automatic mapping, debugging, retargeting, and exporting.

What are VRM humanoid bone names?
VRM humanoid bone names are standardized humanoid body slots used by VRM avatars. Common slots include Hips, Spine, Chest, Neck, Head, Upper Arm, Lower Arm, Hand, Upper Leg, Lower Leg, Foot, and Toes.

Your actual production bones can still use names like pelvis, spine_01, upperarm_l, hand_l, thigh_l, and foot_l as long as they are correctly mapped to the VRM humanoid structure.

How should finger bones be named in a character rig?
A common production convention uses three bones per finger: 01, 02, and 03. For example, the left index finger can be named index_01_l, index_02_l, and index_03_l.

Some pipelines use anatomical names such as proximal, intermediate, and distal. Both systems can work, but the naming style should stay consistent across all fingers and both hands.

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