Define a HumanIK skeleton
 
 
 

There are two main approaches to defining a skeleton for your HumanIK (HIK) characters.

ImportantWhen creating the skeleton, ensure that you start with your character in a standard T-stance, facing the positive Z-axis, Y-axis up, with the arms aligned with the X-axis.

Create a default skeleton

  1. Select Skeleton > HumanIK from the main menu bar to open the HumanIK window.
  2. Switch to the Skeleton Generator tab and click New to create a new HIK character and skeleton.

    A default skeleton displays in the viewport.

  3. (Optional) Rename the character in the Name field.
  4. (Optional) Use the various bone and joint settings to adjust the skeleton to fit the structure of your character.
    TipIf you plan to bind the default skeleton to an existing mesh, load the mesh and use the Character Scale slider to interactively adjust the scale of the default skeleton until it roughly matches the size of your mesh.
  5. (Optional) If the default skeleton proportions do not match your character exactly, translate and rotate the bones as necessary until they fit your character.

    For example, if your character has longer or shorter limbs than the default generated skeleton, select the generated skeleton limbs and translate them to fit your character. (Keep in mind that regardless of your character’s proportions, it must be characterized in the T-stance, facing the positive Z-axis, Y-axis up, with the arms aligned with the X-axis.)

    Once you are finished making any adjustments to the structure of the default skeleton, you can go on to create the Control Rig. It is characterized automatically as you create the rig.

NoteWhen you create a character using the Characterize tab, you cannot create a skeleton for that character using the Skeleton Generator tab.

Characterize an existing skeleton

To set up an existing skeleton, you must map out the skeletal structure for the HumanIK solver. Once the mapping process is complete, you can characterize the skeleton to make it ready for a Control Rig.

To characterize an existing skeleton

  1. Load the skeleton.
  2. In the HumanIK window, switch to the Characterize tab and click New to create a new HIK character.
  3. (Optional) Rename the character in the Name field.
  4. Define the character’s skeletal structure using the Mapping List as follows:
    • Select a joint from your character’s skeleton (for example, in the viewport, Outliner, or Hypergraph).
    • Click Set next to the corresponding slot of the Mapping List.

      The mapped joint name displays in the Mapping List.

    • Continue mapping until you have the Base(Required) joints defined. The joints in this group are required.

      You can also expand the other headings in the Mapping List to define other optional joints.

    TipIf your character’s joints are named or labelled according to the naming conventions in the Mapping List, click Auto Set All From Selection to automatically complete the Mapping List.
  5. Click Characterize.

    A confirmation message displays in the output section of the Command Line when the character is characterized successfully.

    Now that the character is characterized, its skeletal structure is mapped out for the HIK retargeting engine and you can create a Control Rig.

Import or export an HIK Skeleton Template

When setting up a skeleton in the HumanIK window, you can export a template of the joint positioning, then re-use that template to build other similar skeletons.

To export an HIK Skeleton Template file

  1. In the Skeleton Generator tab, click Export Template.
  2. In the Export Template window that appears, enter a file name and click Save.

    The global translation data for the joints is saved as a text file in the location you selected in the Export Template window.

To import an HIK Skeleton Template file

  1. Load or create a default skeleton.
  2. In the Skeleton Generator tab, click Import Template.
  3. In the Import Template window that appears, select an .hik template file that you previously saved, and click Open.

    The skeleton that you created or loaded updates to use the joint positions from the template file.

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