Characterize tab
 
 
 

To retarget character animation in Maya you must define each character’s structure by completing the Mapping List in the Characterize tab.

Character

Lets you select the current character from a list of HIK characters in the scene.

Name

Displays and lets you rename the current HIK character.

New

Click to create a new HIK character. By default, the new character is named HIKCharacterNoden, where n is a sequential number.

NoteWhen you create a character using the Characterize tab, you cannot create a skeleton for that character using the Skeleton Generator tab.
Delete

Deletes the current HIK character.

Auto-Set All from Selection

Click to automatically map your character’s joint objects to the Mapping List.

Whether you can automatically map your character depends on the naming of its joints. If you have named the joints using the naming conventions found in the Mapping List, the mapping can be completed automatically. If you have a character with joints that are named differently, you must manually map out the joints.

Clear Mapping List

Clears all joints currently mapped in the Mapping List.

Characterize

Click to characterize the character skeleton. This creates a link between your character’s joint objects in the Mapping List and the character engine in Maya. Since all characterized characters link to this same engine, you can create a library of characters whose animation can be interchanged. Clicking Characterize also stores the stance pose of your character, which acts as a starting or neutral pose.

It’s a good idea to create your character models in the same stance pose when you plan to animate them in Maya. There is a separate recognized stance pose for biped and quadruped characters. Refer to Prepare your character for full body IK for more information.

Create Rig

Click to create a default Control Rig for the HIK character.

Mapping List

The Mapping List is where you define the structure of each character whose animation you want to retarget in Maya.

Essentially, the Mapping List contains all of the data that Maya needs to understand the structure of your character and how it can move. For any skeleton that you introduce, Maya requires that you map a minimum of fifteen objects to the Base(Required) group of slots. After you have completed the character mapping, you can characterize your character model to ready it for retargeting.

The names that Maya recognizes as part of the structure of an HIK character are listed to the left. Slots that define particular areas of a character’s body are organized into groups that you can expand or collapse as you complete the mapping process. The Mapping List is divided into the following slots or groups of slots.

Reference

While you do not need a Reference object during the mapping process, this slot lets you define an object to act as the root of your entire character. This object lets you translate, scale, and rotate your entire character. The ideal reference object is a joint or locator parented to your character’s hips.

Base(Required)

The Base(Required) slots define the required set of joints for any skeleton you plan to use in your HIK retargeting pipeline. You must map these joints for Maya to understand the structure of your character.

Refer to the following table for a description of each slot in the Base group.

Slot Joint required

Hips

The joint that drives the hips of your character.

LeftUpLeg/RightUpLeg

The joint or bone that drives the upper left/upper right leg of your model.

LeftLeg/RightLeg

The joint or bone that drives the left/right knee of your model.

LeftFoot/RightFoot

The joint that drives the left/right foot of your character.

Spine

The joint that specifies the chest of the skeleton. You can use this slot with the additional optional Spine slots for characters with a spine.

LeftArm/RightArm

The joint that drives the left/right arm of your character.

LeftForeArm/RightForeArm

The joint that drives the left/right elbow of your model.

LeftHand/RightHand

The joint that drives the left/right hand of your character.

Head

The joint that drives the head of your model.

NoteThese are similar to Base joints in FBIK setups.

Auxiliary

The slots in the Auxiliary group are optional. They let you enhance your character by defining objects for the neck, shoulders (collar bone), and FingerBase/ToeBase (carpal/tarsal) joints.

Auxiliary joints serve specific purposes but may not be needed for all characters.

Slot Joint required

LeftToeBase/RightToeBase

The joints that drive the left and right toes of your character.

LeftShoulder/RightShoulder

The joints that drive the left and right shoulders of your character.

Neck

The joint that drives the neck of your character.

LeftFingerBase/RightFingerBase

The joints that drive the left and right fingers of your character.

FingerBase joints are most often used in quadruped hands to aid in paw/hoof placement.

NoteThese are similar to the FBIK Auxiliary joints.

Spine

Lets you define an additional nine spine vertebrae. (One spine joint is included in the Base(Required) slots.

Neck

Lets you define an additional nine neck joints. (You can also map one main neck joint in the Auxiliary slots.)

Roll-Bones

The slots let you define objects that influence the roll of the joints in the arms and legs. Roll joints are optional joints with no real anatomical equivalents that let you create realistic twisting motions in the limbs of your characters. Defining these bones can help to achieve more realistic deformations when the skeleton moves.

Slot Joint required
LeftUpLegRoll/RightUpLegRoll

The roll bones for the upper legs (between the hip and knee).

LeftLegRoll/RightLegRoll

The roll bones for the lower legs (between the knee and ankle).

LeftArmRoll/RightArmRoll

The roll bones for the upper arms (between the shoulder and elbow).

LeftForeArmRoll/RightForeArmRoll

The roll bones for the lower arms (between the elbow and wrist).

NoteThese are similar to the FBIK Roll joints.

Special

Depending on your skeleton and the amount of control you want over your animation, you can split translation and rotation of the hips between two different joints. The Special group of slots contains the Hips Translation slot that lets you define a second object for translating your character’s hips. If you define a Hips Translation object, the hips translation data goes to that object, while the hips rotation data goes to the original Hips object defined in the Base group.

Hips Translation

You can split the translation and rotation of your character’s pelvis between two different joints by specifying a HipsTranslation joint in addition to the Hips joint. By default, the HipsTranslation joint will control the translation of your character’s hips and the Hips joint will control the rotation of your character’s hips.

NoteThese are similar to the FBIK Accessory or additional joints.

Left Hand/Right Hand

These slots let you define finger joints to add realistic hand and finger movements to your character. You can map joints for each finger using slots for the thumb, index, middle, ring, pinky, and extra finger.

Each slot is numbered 1 through 4, where 1 corresponds to the first joint of the finger (the base of the finger), and 4 corresponds to the last joint of the finger (the finger tip).

Map up to four joints for the following fingers of the left hand:

  • LeftHandThumbn
  • LeftHandIndexn
  • LeftHandMiddlen
  • LeftHandRingn
  • LeftHandPinkyn
  • LeftHandIExtraFingern

And up to four joints for the following fingers of the right hand:

  • RightHandThumbn
  • RightHandIndexn
  • RightHandMiddlen
  • RightHandRingn
  • RightHandPinkyn
  • RightHandIExtraFingern
NoteSee also Left and right hands.

Left Foot/Right Foot

These slots let you define joints to add realistic toe and foot movement to your character. You can map joints for each toe using slots for the thumb (big toe), index (second toe), middle (third toe), ring (fourth toe), and pinky (baby toe), as well as slots for an extra toe.

Each slot is numbered 1 through 4, where 1 corresponds to the first joint of the toe, and 4 corresponds to the last joint of the toe.

Map up to four joints for the following toes of the left foot:

  • LeftFootThumbn
  • LeftFootIndexn
  • LeftFootMiddlen
  • LeftFootRingn
  • LeftFootPinkyn
  • LeftFootIExtraFingern

And up to four joints for the following toes of the right foot:

  • RightFootThumbn
  • RightFootIndexn
  • RightFootMiddlen
  • RightFootRingn
  • RightFootPinkyn
  • RightFootIExtraFingern

See also Left and right feet.

Left In-Hand/Right In-Hand

These slots let you define additional finger joints (metacarpal and metatarsal joints).

For the left hand:

  • LeftInHandThumb
  • LeftInHandIndex
  • LeftInHandMiddle
  • LeftInHandRing
  • LeftInHandPinky
  • LeftInHandIExtraFinger

And the right hand:

  • RightInHandThumb
  • RightInHandIndex
  • RightInHandMiddle
  • RightInHandRing
  • RightInHandPinky
  • RightInHandIExtraFinger

Left In-Foot/Right In-Foot

These slots let you define additional toe joints (metacarpal and metatarsal joints).

For the left toes:

  • LeftInFootThumb
  • LeftInFootIndex
  • LeftInFootMiddle
  • LeftInFootRing
  • LeftInFootPinky
  • LeftInFootIExtraFinger

And for the right toes:

  • RightInFootThumb
  • RightInFootIndex
  • RightInFootMiddle
  • RightInFootRing
  • RightInFootPinky
  • RightInFootIExtraFinger

Shoulder Extra

Lets you define extra joints for the collar bone area.

  • LeftShoulderExtra
  • RightShoulderExtra

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