Horses are odd-toed ungulates, as are tapirs, zebras, onagers, kiangs, and rhinoceri.
This page gives some suggestions for how to characterize a horse or other similar skeleton for use with HumanIK. Note that there are many possible ways to characterize a horse; the suggestions below may or may not be appropriate for use with your own characters.
To see a working demonstration of the suggestions on this page, run the Quadrupeds example included with the HumanIK SDK. The HIKSamples.sln solution in <HumanIK_installation_folder>/solutions/<platform_and_toolset> integrates the projects and source code for the samples. For details, see HumanIK Samples.
See also the Quadrupeds.fbx file in <HumanIK_installation_folder>/data/molecule/scenes.
The neutral stance for your character must meet all the requirements for the quadruped neutral stance that are outlined on the Using HumanIK for Quadrupeds page.
When mapping the horse's hind legs to HumanIK Nodes, it is important not to confuse the knee with the talus (ankle bone).
To improve the general feel of the poses generated by the IK solver for the hind legs, it is typically best to prevent the hind legs from opening to their full extension during an IK solve. To do this, you can reduce the maximum extension of the leg in the character's HIKPropertySetState to a lower value. A good value for a horse is typically about 150 degrees.
HIKSetPropertyValue(props, HIKLeftLegMaxExtensionAngle, 150.0f); HIKSetPropertyValue(props, HIKRightLegMaxExtensionAngle, 150.0f);
In real life, the horse's elbows should not be confused with its carpal bones (wrists). However, for the purposes of your HumanIK characterization, you will likely find that the IK solver will produce better poses for your character if you intentionally map the carpal bones to the wrist Nodes.
The following mapping strategy is generally recommended for horses:
HIKInverseJoint(character, HIKLeftElbow, 1); HIKInverseJoint(character, HIKRightElbow, 1);
This characterization ensures the best possible flexibility for the forelimbs.