HumanIK in Maya
 
 
 

Autodesk®HumanIK® (HIK) animation middleware is a full-body inverse kinematics (IK) solver and retargeter. HumanIK tools in Maya provide a complete character keyframing environment with full body and body part keying and manipulation modes, auxiliary effectors and pivots, and pinning. HumanIK also provides a retargeting engine that lets you easily retarget animation between characters of differing size, proportions and skeletal hierarchy.

Designed to be consistent with other Autodesk applications, Maya’s HumanIK tools let you transfer character assets between applications in your animation pipeline. For example, create and rig your character in Maya, send the rig to MotionBuilder for motion capture data, then continue to refine the animation using layers in Maya.

Note

HumanIK is available in Maya as an automatically loaded plug-in. If you need to load HIK manually, select the mayaHIK plug-in using the Plug-in Manager (Window > Settings/Preferences > Plug-in Manager).

To retarget animation in Maya, each character must have a HumanIK character definition. Use the Characterization Tool to create and lock your character definition.

HumanIK characters

Each character that you want to use in your retargeting pipeline must be set up as an HIK character. To function as an HIK character, the character must have a valid character definition that maps out its skeletal structure. For more detailed information, see HumanIK character structure.

Whether you are building an HIK character from scratch or planning to use an existing skeleton or mesh, you can use Maya's rigging tools to characterize skeletons and create Control Rigs. See Set up a HumanIK character and Example workflow: Non-destructive retargeting.

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