Before to create the Monk to build Wings, you need to Follow some rules of modeling for the ‘wing flesh’ and the feathers.

The absolutes rules
Absolute rules are rules you cannot live without. Not respecting this rules will lead to error when you apply the monks
- Feather meshes need to be with the same topology (same poly order and poly count)
- The name of the feathers meshes need to have a unique pattern for one side. (you need to be able to select all feathers for a side with *_feather_L for instance)
- big feathers and covert need to have a specific pattern name (”big” and “covert” for instance)
- Also the primary feathers (the one acting like ‘fingers’, or the last 3 or 4 big ones) need to have also a unique pattern (”primary” for instance)
The ‘soft rules’
Soft rules are rule you need to apply to have a ‘good looking’ shape of wings. However, not respecting them will not lead to a technical error of puppet soul.
Wing Flesh

- Wing flesh : Better to have a bit of angle for the elbow and the wrist
- Wing flesh : need to terminate as a tip, or triangle
Respecting this two rules will help for the wing fold, and any wing deformation
Feathers distribution

- Each feathers mesh need to be totally in one of the three wing section (between the red lines in the image above)
- Each feathers need to have his base (purple dot) not so far from the wing joints(yellow line). It doesn’t have to stick perfectly, but not so far.