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💡 Before to create the wing, be sure you real the rules for preparing it!
be sure also to check the puppet soul tool for wing preparation
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If you want to create a Wing, like for Richard (from richard the stork2) you need at least 2 Monks, and additionally a 3rd one.
- PUPbuildArm with the option -isWing

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PUPbuildWing for the feathers attachement to the ‘arm’
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PUPbuildWing_covS the the ‘small coverts’ emulation. The small coverts are the small feathers, closest to the ‘arm’. They are not modelised, but deformer handle the ‘arm’ mesh to follow the feathers (big and medium coverts)
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💡 The goal of the wing is that it’s easy to setup. It seems a lot of options, but once it’s done, it’s the same for all birds. Option are kept to be able to be flexible and avoid hard code coding!
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💡 Most of the time, the wing have the same options for all birds of productions!
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How to setup PUPbuildWing

-
This are the minimum requierment PuppetSoul need to setup the wing
- name : name of the Monk (same as previous PUPbuilodArm)
- shoulderDir/elbowDir/wristDir/endDir : locators pointing the end of the wing. They need to surround feathers boundary

- featherMsh : unique pattern making feathers meshes selectable. If you select with this pattern, the feathers meshes, and only them, should be selected.
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💡 Additionally, the type of the feather have to be in the mesh name (we used in production : big/covertMdn/CovertMup) and they will be tagged with the option : -feathersType

So one feather is for instance name : secondary_covertMdn_02_wingFeather_L_SUBD
- vertices : vertices number, separated with /, giving a good curve along the feather, from base to tip. ie : 24/58/21
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- This are the options we used for Richard The stork2
- axilla : give the name of the axilla bone : it’s an extra bone following the wing along the spine. It’s used ofr additional deformations.
- splitFeathers : how many split each feather get (how many joint along the feather)
- FeatherType : pattern names, include in the mesh name, that make feather unique in their type
- shoulder_ctrl_offset : offset of the control curve in the 3d space. Use for cosmetic purpose only
- featherPrim_split : split used only for promary feathers (used as fingers)
- feathersCoverts_split : same for small coverts
- timer : just print a timer when wing is build
- wingFolder : tag use for wingfolder pose.
- latticeSplit : Feather are deformed by Lattice. This give extra split to the lattice. 1 is a good number!
- feathersPrim_rig / feathersSec_rig: type of rig. Choice with : Spline / RivertAim / rivet / rivetParent / wrap. Spline is the most common one. Other type can be use for secondary character, thgey are less accurate but faster to evaluate.