The Definition tab provides a visual interface for mapping the structure of your existing skeleton. This process results in a HumanIK skeleton definition that is required to create a Control rig and retarget animation to and from this character's skeleton.
This tab has the following main areas:
To... | Do this |
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Create a new skeleton definition | Click ![]() |
Map a bone | Select one of the following methods:
For more information on which bones map to which nodes, see HumanIK character structure. |
Change a mapped bone |
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Clear a mapped bone |
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Clear all mapped bones in the current view (full body, hands, feet, or spine view) |
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Clear all mapped bones for the current character |
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To map mirror pairs of bones | See Activate and configure mirror matching. |