This tab provides a visual interface for mapping the structure of a skeleton. This process results in a HumanIK Skeleton Definition, which is required to create a Control Rig and/or retarget animation to and from the skeleton of a character. This character is referred to as a HumanIK defined character.
Definition tab A. Toolbar B. Character and Name Match views C. Skeleton properties
To create a skeleton definition, click .
To map a bone, navigate from the:
For more information on which bones map to which nodes, see HIK character structure.
The name of the selected bone appears in the drop-down list.
To clear all mapped bones in the current view (full body, hands, feet, or spine view):
To clear all mapped bones for the current character:
This window contains a list of all sub-string pairs currently configured for mirror matching mode.
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