The Default T-Stance

In order for the HumanIK solvers to control a character, that character must be initialized in a basic T-stance that provides the HumanIK bio-mechanical model with crucial information about the geometry and proportions of your character’s skeleton.

Your character’s T-stance must match the description and example given below as closely as possible in order for the HumanIK inverse kinematics and retargeting solvers to produce accurate results for your character. Without a properly configured T-stance, the HumanIK solvers will base all of their operations on faulty data, and will likely produce skewed, awkward or unexpected poses.

The T-stance has the following requirements:

A typical T-stance is shown in the following image:

Quadrupeds

HumanIK can be used to control quadrupeds at runtime as well as bipeds. If you are creating a characterization for a quadruped character, you must set up the character’s skeleton in the same T-stance shown above. Although this biped T-stance is obviously awkward and untenable for a quadruped, you must set up your character in this biped stance in order to ensure that HumanIK is correctly set up with the geometry and proportions of your character’s skeleton.

Setting up the T-stance

Depending on the method you choose for characterizing your character, you provide HumanIK with this T-stance in different ways.

Retrieving the T-stance

Each HIKCharacter keeps a record of its own default T-stance. You can retrieve this T-stance at any time by calling the HIKGetDefaultState() function.