Character Controls menu button

 
 
 

Create >

Skeleton
Create a new HumanIK character with a valid skeleton definition. By default, the new character is named Charactern, where n is a sequential number. See Create and define a HumanIK skeleton.
Control Rig
Create a Control rig for the current character, with IK and FK effectors based on the defined skeletal structure. The character must have a valid skeleton definition before you can create a Control rig. See Create a Control Rig.
Note
  • If the skeleton definition is valid and locked, selecting this option opens the Controls tab in the Character Controls window.
  • If the skeleton definition is valid and unlocked, selecting this option automatically locks the definition before opening the Controls tab.
  • If the skeleton definition is not valid and unlocked, selecting this option will prompt the Lock Characterization dialog box to appear. Clicking Ok will bring the Definition tab into focus, where you can properly define your skeleton.

Define >

Skeleton
Create a skeleton definition for an existing skeleton. See Define an existing skeleton for HumanIK.
Custom Rig
Create a Custom rig mapping for the current character. The character must have a Custom rig and a valid skeleton definition before you can define the Custom rig. See Create a Custom rig mapping.
Note
  • If the skeleton definition is valid and locked, selecting this option opens the Custom Rig tab in the Character Controls window.
  • If the skeleton definition is valid and unlocked, selecting this option automatically locks the definition before opening the Custom Rig tab.
  • If the skeleton definition is not valid and unlocked, selecting this option will prompt the Lock Characterization dialog box to appear. Clicking Ok will bring the Definition tab into focus, where you can properly define your skeleton.

Edit >

Skeleton

Reset
Resets the fields in the Skeleton setup area to their default values.
Delete

Deletes the current skeleton and its skeleton definition.

Save Edits

Saves the current position and rotation of the skeleton to the SkeletonGenerator node.

Mirror Left -> Right

As you adjust the position and rotation of joints in the scene view, click to mirror adjustments from the left side of the skeleton to the right side.

Note

Ensure that you only edit the left side of the skeleton before selecting Edit > Mirror Left -> Right. Mirroring is always applied from the left side of the skeleton to the right.

Export Template

Opens the Export Template window, letting you save an HIK skeleton template file. This saves the skeletal structure information and the joint translation information of the current skeleton as a text file. You can then reload that information to apply to other skeletons using the Import Template option. See Import or export a HumanIK skeleton template.

Import Template

Opens the Import Template window and load an HIK skeleton template file you exported earlier.

Definition

Lock Definition
Locks the current setup of the skeleton, as it is mapped in the Definition tab. The skeleton definition must be valid before it can be locked.
Rename
Lets you enter a new name for the HumanIK character.
Delete
Deletes the current HumanIK character.
HIK Definition

Opens the character node definition in the Attribute Editor.

Edit Properties

Selects the retargeting HIKProperties node and displays advanced retargeting attributes in the Attribute Editor. These settings are for advanced users who want to adjust specific HIK solver parameters.

Reset Properties

Resets any adjusted retargeting properties in the HIKPropertyState node to default values.

Mirror Matching

Enables mirror matching mode. When on, the Definition tab checks for a mirror match on the opposite side of the body for every bone that you map. For example, if you map a bone called L_upperLeg, the tool automatically checks the skeleton for an R_upperLeg bone, and automatically maps that bone if it exists.

By default, mirror matching mode supports the following pairs of subĀ­strings:

Left side Right side
Left Right
L (followed by a single space) R (followed by a single space)
L_ R_
_L _R

If you use a different substring in your bone naming conventions to indicate the left and right sides of the body, you can select Edit > Definition > Configure Mirror Matching to add your own strings.

Configure Mirror Matching
Opens the Configure Mirror Matching window, which lets you add new pairs of strings to the list that the Definition tab checks for mirror matching bone names. If you use a different substring in your bone naming conventions to indicate the left and right sides of the body, select this option to add your substrings. See Activate and configure mirror matching.
Load Skeleton Definition
Lets you map bones by applying a naming template of your own. Opens the Load Skeleton Definition window.
Save Skeleton Definition
Opens the Save Skeleton Definition window. See Save Skeleton Definition window.
Export Definition
Opens a dialog box that lets you export your bone mappings in an .hikc format.

Controls

Rig Look

Lets you select what style of Control rig effectors to work with.

Stance Pose

Resets the Control rig to its default T-stance pose.

Selecting this command in Full Body mode forces the entire character into a stance pose and the character's position is offset relative to its reference node. In Body Part mode, the selected body part(s) are forced into a stance pose. If the hips are part of the selection, the character will be offset relative to its reference node. Note that this feature does not apply to the Selection mode.

Delete
Deletes the Control rig of the current character.
Add to new animLayer or Add to animLayer: <layerName>
Adds all Control rig objects to a new animation layer, or to an existing animation layer selected in the Animation Layer Editor.

(This option updates dynamically depending on whether you have an existing animation layer selected in the Animation Layer Editor. )

Align Control Rig

When on, the IK and FK effectors of the Control rig always appear synchronized, even if they interpolate differently between keyframes. Disable this option if you want to view separate interpolation paths for the IK and FK solutions.

When using Full Body or Body Part modes, this feature gives you synchronization for manipulating and keying of the Control rig. Note that this feature does not apply to Selection mode.

TipUse the Selection mode icon in the Controls tab toolbar to temporarily toggle the rig align functionality on and off for your character.

Load UI Configuration
Opens the Import UI Configuration File dialog box, letting you select a custom configuration file to be used as the new default layout for the Controls tab. See Load a new layout.
Update UI Configuration
Refreshes the Controls tab layout. Use this option to view changes you make to your configuration file after it is loaded using the Load UI Configuration command.

Custom Rig

Map Translation
Toggles the Map Translation option in the Mapping Controls section of the Custom Rig tab on and off.
Map Rotation
Toggles the Map Rotation option in the Mapping Controls section of the Custom Rig tab on and off.
Delete
Deletes the Custom rig mapping for the current character.
Import Mapping
Click to open the Import Rig Mappings window and load a Custom rig mapping XML file you exported earlier.
Export Mapping
Opens the Save Rig Mappings window, letting you save a Custom rig mapping in an XML file.
Load UI Configuration
Opens the Import UI Configuration File dialog box, letting you select a custom configuration file to be used as the new default layout for the Custom Rig tab. See Load a new layout.
Update UI Configuration
Refreshes the Custom Rig layout. Use this option to view changes you make to your configuration file after it is loaded using the Load UI Configuration command.
Live Connection
Opens the Live Connection window. See Live character streaming for more information.

Bake >

The Bake menu displays options that let you bake animation to a skeleton, Control rig, or Custom rig. These options update based upon input in the Character Controls including the target character, source, and manipulation and keying mode. See Bake options in the Character Controls for a full list of these options.

Add to Selection >

Skeleton

Adds all joint objects to your selection.

IK

Adds all IK effectors to your selection.

FK

Adds all FK effectors to your selection.

Show/Hide >

Lets you toggle the display of each component of the selected character. Enable or disable the display of the following items:

Package >

Current Character

Packages the current character and its related nodes into one asset node. (See Asset overview for more information.)

Current Character Retargeters

Packages the retargeting nodes for the current character into one asset node.

All Characters

Packages all HIK characters in the scene into one asset node.

All Character Retargeters

Packages the retargeting nodes for all HIK characters in the scene into one asset node.