Define an existing skeleton for HumanIK

 
 
 

There are two main methods for completing the character mapping process, depending on whether you use a standard naming convention for your character's bones.

For both methods, you can prepare as follows:

  1. Load the skeleton. Before attempting to create a definition, ensure you have followed the guidelines in Prepare an existing skeleton for HumanIK, and that your character is set up as described in HumanIK character structure.
  2. Open the Character Controls (Skeleton > HumanIK) and do either of the following to create a new HumanIK character.
    • Click the Skeleton button in the Define section of the Start pane.
    • Select > Define > Skeleton.
  3. (Optional) To rename the character, click > Edit > Definition > Rename.
  4. Select one of the following methods to map the structure of your character:

To map bones manually

  1. Do one of the following to start mapping bones to the Character view:
    • Go from the Definition tab to your skeleton: Double-click a cell in the Character view (cells turn blue when picked), then click the corresponding bone in the scene. (You can also select bones in the Outliner or Hypergraph, for example.)
    • Go from your skeleton to the Definition tab: Select a bone then right-click the corresponding cell in the Character view and select Assign Selected Bone.

      Bones in the Character view turn green to indicate each valid bone assignment.

    For more information on which bones map to which nodes, see HumanIK character structure.

    TipIf you have used a standard left/right naming convention and keep the Mirror Matching option on, and map (for example) a right leg bone, the tool automatically maps the left bone for you. See also Mirror Matching and Activate and configure mirror matching.

    Continue mapping until you have all required bones defined. Once you have mapped all required bones, the validation status indicator turns green.

  2. (Optional) Expand the extra sections of the Character view to map other optional joints, such as additional spine joints or roll bones.
  3. (Optional) Map a reference bone.
    Note

    Mapping a reference object is optional, but strongly recommended.

    To quickly create a reference object, create a locator (Create > Locator) and parent the root of your character's skeletal hierarchy to that locator. You can then map the locator as your character's Reference.

To map bones automatically based on a naming template

  1. Select the first bone you want to assign.
  2. Click the Load Skeleton definition button in the Definition tab toolbar.
  3. In the Load Skeleton Definition window that appears, select the naming template you want to apply from the Template drop-down list.

    By default, this list contains all templates supplied with the Character Controls, and any templates that you have created. To navigate and select a template that is not listed, select <Browse>.

    For example, if your character’s joints are named according to the HumanIK naming conventions (listed in the Name Match view), you can use the HIK template to automatically complete the mapping process.

    TipYou can also select > Edit > Definition > Load Skeleton Definition to apply your own naming template.
  4. (Optional) If you want to restrict the template matching to only a subset of the bones in your skeleton, select those bones.
  5. Set the scope for the name matching.

    Select the Match all bones with prefix option to map all bones whose names contain both the prefix shown in this field and a suffix contained in the mapping template. The suggested prefix is retrieved from the bones you have selected. You can change this suggested prefix if it does not match the prefix used by the skeleton you want to define. Select the Match only selected bones option to restrict the suffix matching to only selected bones.

  6. Click Ok.

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