There are two main approaches to defining a skeleton for your HumanIK (HIK) characters.
Use this method, for example, if you have an existing character mesh that needs a skeleton.
Use this method if you have a character with an existing skeleton that you want to use in a retargeting pipeline.
For example, if your character has longer or shorter limbs than the default generated skeleton, select the generated skeleton limbs and translate them to fit your character. (Keep in mind that regardless of your character’s proportions, it must be characterized in the T-stance, facing the positive Z-axis, Y-axis up, with the arms aligned with the X-axis.)
Once you are finished making any adjustments to the structure of the default skeleton, you can go on to create the Control Rig. It is characterized automatically as you create the rig.
Characterize an existing skeleton
To set up an existing skeleton, you must map out the skeletal structure for the HumanIK solver. Once the mapping process is complete, you can characterize the skeleton to make it ready for a Control Rig.
To characterize an existing skeleton
You can also expand the other headings in the Mapping List to define other optional joints.
A confirmation message displays in the output section of the Command Line when the character is characterized successfully.
Now that the character is characterized, its skeletal structure is mapped out for the HIK retargeting engine and you can create a Control Rig.
Import or export an HIK Skeleton Template
When setting up a skeleton in the HumanIK window, you can export a template of the joint positioning, then re-use that template to build other similar skeletons.
To export an HIK Skeleton Template file
The global translation data for the joints is saved as a text file in the location you selected in the Export Template window.
To import an HIK Skeleton Template file
The skeleton that you created or loaded updates to use the joint positions from the template file.