Use the following steps if, for example, you have an existing character mesh that needs a skeleton. (See Define an existing skeleton for HumanIK if you have a character with an existing skeleton.)
When 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. See Prepare an existing skeleton for HumanIK.
in the Skeleton Generator toolbar.
Skeleton > Create.
Skeleton > Rename to rename the 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.)
to lock the character definition when finished making adjustments to the skeleton.
Once locked, you can also select
Control Rig > Create to create a Control rig.