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Player Animation Library Wiki › Guides › Setting Up Custom Pivot Points So the Upper Body Rotates Separately

Setting Up Custom Pivot Points So the Upper Body Rotates Separately

The problem with the default skeleton

The vanilla player model rotates the whole body from a single root. If you want the hips to stay planted while the torso twists, or a shoulder that swings independently of the chest, you need extra pivot points. The library supports custom bones with their own pivots so parts of the model can move on their own axes.

Adding a custom pivot bone

In your modeling tool, create a new bone positioned at the joint you want to control — for example, a hip bone sitting at the waist. Parent the upper-body bones to it so they inherit its rotation, then export as usual. The library reads this hierarchy and drives each bone from its own pivot instead of forcing everything through the root.

Once exported, reference the new bone by name in your animation to rotate just the upper body. Because the library also exposes custom bone positions, you can attach particles or effects to that hip bone and they will follow the twist. If the split does not work, check that the child bones are actually parented to the new pivot in the export and that no other animation system is overriding the player pose at the same time.