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.)
Important
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.
To create a default skeleton
- Open the Character Controls () and do either of the following to create a new HumanIK skeleton definition and skeleton.
- Click the button in the Create section of the Start pane.
- Select > .
A default skeleton with a valid skeleton definition displays in the scene.
- (Optional) Click > to rename the character.
- (Optional) Use the various bone and joint settings to adjust the skeleton to fit the structure of your character. See Skeleton setup area.
Tip
If you plan to bind the default skeleton to an existing mesh, load the mesh and use the slider to interactively adjust the scale of the default skeleton until it roughly matches the size of your mesh.
- (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
defined in the T-stance, facing the positive Z-axis, Y-axis up, with the arms aligned with the X-axis.)
- (Optional) Once you've finished defining your skeleton, you can select to create a Control rig. This operation automatically locks your skeleton definition.