Character and subcharacter sets
 
 
 

When you add full body IK to your character, each of your character’s body parts are assigned to a subcharacter set, and all those subcharacter sets are then placed in a top-level character set. When animating with FBIK, the keys that you set on your character’s selected FBIK effectors, input joints, body parts, or the entire character are then grouped under their specific subcharacter sets.

The FBIK character set and subcharacter sets help make sure that you are keyframing the right things to keep the FBIK animation synchronized. FBIK works best when you have synchronized keys on your character’s FBIK effectors and FK joints.

NoteBy default, when Skeleton > Full Body IK > Body Part Autoload is on, your character’s current Key Mode determines which of its keys display in the Time Slider, Graph Editor, and Dope Sheet.

For example, when in All Key Mode, all the FBIK keys (IK and FK) for the selected FBIK effector or FK joint’s character display. When in Body Part Key Mode, the FBIK keys for all the FBIK effectors and FK joints for the selected effector or FK joint’s body part display. And when in Selected Key Mode, only the FBIK keys on the selected FBIK effector or FK joint display.

Body parts Character or subcharacter sets

Hips

fbikCharacter

Spine

_spine

Head

_head

Arms

_leftArm / _rightArm

Legs

_leftLeg / _rightLeg

Fingers

_leftFingerThumb / _rightFingerThumb

_leftFingerIndex / _rightFingerIndex

_leftFingerMiddle / _rightFingerMiddle

_leftFingerRing / _rightFIngerRing

_leftFingerPinky / _rightFingerPinky

_leftFingerExtra / _rightFingerExtra

Toes

_leftFootThumb / _rightFootThumb

_leftFootIndex / _rightFootIndex

_leftFootMiddle / _rightFootMiddle

_leftFootRing / _rightFootRing

_leftFootPinky / _rightFootPinky

_leftFootExtra / _rightFootExtra