Prepare an existing skeleton for HumanIK

 
 
 

Before you can use the Definition tab to map the bones in your character's skeleton to the nodes understood by the HumanIK solver, you must set up your character in a basic T-stance that provides HumanIK with crucial information about the proportions of your character's skeleton and its joint transforms.

Your character's T-stance must match the description and example given below as closely as possible in order for the inverse kinematics and retargeting solvers to produce accurate results for your character. Without a properly configured T-stance, the solvers will base all of their operations on faulty data, and will likely produce skewed, awkward or unexpected poses.

The T-stance has the following requirements:

A typical T-stance is shown in the following image:

NoteFor additional information on the specific bone structure required for HumanIK, see HumanIK character structure.

Quadrupeds

HumanIK can be used to control quadrupeds as well as bipeds. If you are creating a characterization for a quadruped character, you must set up the character's skeleton in the same T-stance shown above. Although this biped T-stance is awkward for a quadruped, you must set up your character in this biped stance in order to ensure that HumanIK is correctly set up with the proportions of your character's skeleton.

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