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                  Create a new HumanIK character with a valid skeleton definition. By default, the new character is named Character n, where  n is a sequential number. See  Create and define a HumanIK skeleton.
                   
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                  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  tab in the  window. 
                              
- If the skeleton definition is valid and unlocked, selecting this option automatically locks the definition before opening
                                 the  tab. 
                              
- If the skeleton definition is not valid and unlocked, selecting this option will prompt the  dialog box to appear. Clicking  will bring the  tab into focus, where you can properly define your skeleton. 
                              
 
 
 
          
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                  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  tab in the  window. 
                              
- If the skeleton definition is valid and unlocked, selecting this option automatically locks the definition before opening
                                 the  tab. 
                              
- If the skeleton definition is not valid and unlocked, selecting this option will prompt the  dialog box to appear. Clicking  will bring the  tab into focus, where you can properly define your skeleton. 
                              
 
 
 
          
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                        Deletes the current skeleton and its skeleton definition. 
                         
 
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                        Saves the current position and rotation of the skeleton to the SkeletonGenerator node. 
                         
 
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                        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 . Mirroring is always applied from the left side of the skeleton to the right. 
                               
 
 
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                        Opens the  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  option. See Import or export a HumanIK skeleton template. 
                         
 
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                        Opens the  window and load an HIK skeleton template file you exported earlier. 
                         
 
  
               
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                     Locks the current setup of the skeleton, as it is mapped in the  tab. The skeleton definition must be valid before it can be locked. 
                      
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                     Lets you enter a new name for the HumanIK character.
                      
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                     Deletes the current HumanIK character.
                      
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                        Opens the character node definition in the . 
                         
 
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                        Selects the retargeting HIKProperties node and displays advanced retargeting attributes in the . These settings are for advanced users who want to adjust specific HIK solver parameters. 
                         
 
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                        Resets any adjusted retargeting properties in the HIKPropertyState node to default values. 
                         
 
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                        Enables mirror matching mode. When on, the  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  to add your own strings. to add your own strings.
 
 
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                      Opens the  window, which lets you add new pairs of strings to the list that the  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.
                      
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                     Opens a dialog box that lets you export your bone mappings in an .hikc format. 
                      
  
               
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                        Lets you select what style of Control rig effectors to work with. 
                           
 
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                        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. 
                         
 
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                      Deletes the Control rig of the current character. 
                      
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                     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 . ) 
                         
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                         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. 
                               
 
 
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                     Opens the  dialog box, letting you select a custom configuration file to be used as the new default layout for the  tab. See  Load a new layout. 
                      
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                     Refreshes the  tab layout. Use this option to view changes you make to your configuration file after it is loaded using the  command. 
                      
Custom Rig
               
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                     Deletes the Custom rig mapping for the current character.
                      
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                     Click to open the  window and load a Custom rig mapping XML file you exported earlier.
                      
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                     Opens the  window, letting you save a Custom rig mapping in an XML file.
                      
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                     Opens the  dialog box, letting you select a custom configuration file to be used as the new default layout for the  tab. See  Load a new layout. 
                      
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                     Refreshes the  layout. Use this option to view changes you make to your configuration file after it is loaded using the  command. 
                      
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            The  menu displays options that let you bake animation to a skeleton, Control rig, or Custom rig. These options update based upon
               input in the  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 >
            
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                     Adds all joint objects to your selection. 
                      
 
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                     Adds all IK effectors to your selection. 
                      
 
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                     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:
               
            
 
               -  (joint and bone objects) 
               
-  effectors 
               
-  effectors 
               
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                     Packages the current character and its related nodes into one asset node. (See Asset overview for more information.) 
                      
 
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                     Packages the retargeting nodes for the current character into one asset node. 
                      
 
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                     Packages all HIK characters in the scene into one asset node. 
                      
 
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                     Packages the retargeting nodes for all HIK characters in the scene into one asset node.