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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.
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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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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.
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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 options.
NoteHumanIK baking must be initiated from the . Selecting to bake HumanIK characters is not recommended.
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 Assets 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.
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