To define an existing skeleton for HumanIK
This file can be found in the GettingStarted2020LessonData\HumanIK directory that you set as your Maya project.
A character appears in the Maya scene.
The window opens to its Start pane.
This creates a new HumanIK character (named Character1 by default) and opens the HumanIK tool.
The Definition tab lets you map the structure of your skeleton. The Character view is that window showing a human figure. It contains cells that identify the main joints (nodes) in your character's skeleton: the ankles, knees, hips, spine base, shoulders, elbow, wrists, and head. There are fifteen required nodes you must map to ensure that Maya understands the structure of your character.
> Rename Character and rename the character as
Humanoid. Click
OK.
-click anywhere in the Character view and select
Name Match View from the menu that appears.

-click anywhere in the Character view window and select
Character View from the menu that appears) and begin mapping Humanoid's structure using one of the following methods:
For example, double-click the LeftUpLeg node in the Character view, then click the corresponding bone in the scene (Humanoid:LeftUpLeg).
The LeftUpLeg node turns green to indicate a valid mapping. Since Mirror Matching is on by default in the Definition tab toolbar, the RightUpLeg node is also automatically mapped based on the standard l_ and r_ bone naming for left and right sides of the character's body.
-click the corresponding cell in the Character view and select
Assign Selected Bone.
For example, select the
Humanoid:Hips joint, then
-click the
Hips node in the Character view.
| Base(Required) bone | Humanoid character joint |
|---|---|
| Hips | Humanoid:Hips |
| LeftUpLeg | Humanoid:LeftUpLeg |
| LeftLeg | Humanoid:LeftLeg |
| LeftFoot | Humanoid:LeftFoot |
| RightUpLeg | Humanoid:RightUpLeg |
| RightLeg | Humanoid:RightLeg |
| RightFoot | Humanoid:RightFoot |
| Spine | Humanoid:Spine |
| LeftArm | Humanoid:LeftArm |
| LeftForeArm | Humanoid:LeftForeArm |
| LeftHand | Humanoid:LeftHand |
| RightArm | Humanoid:RightArm |
| RightForeArm | Humanoid:RightForeArm |
| RightHand | Humanoid:RightHand |
| Head | Humanoid:Head |
-click anywhere in the Name Match view and select
Character View) and notice the yellow validation status indicator.
Humanoid appears to be in a T-stance, but as the validation status error message indicates, its arms are not parallel to the X-axis.
In the Character Controls, the LeftHand and LeftArm cells are now green, indicating that Humanoid's left arm is now parallel to the X-axis.
In the Character Controls, the validation status indicator turns green, indicating that the skeleton definition is valid.
to switch views to a particular body part (neck, shoulders, spine, hands, feet) to better select optional joints.
The following optional nodes can be mapped:
| Optional bone | Humanoid character joint |
|---|---|
| Spine1 | Humanoid:Spine1 |
| Spine2 | Humanoid:Spine2 |
| Neck | Humanoid:Neck |
| LeftUpLegRoll | Humanoid:LeftUpLegRoll |
| LeftLegRoll | Humanoid:LeftLegRoll |
| RightUpLegRoll | Humanoid:RightUpLegRoll |
| RightLegRoll | Humanoid:RightLegRoll |
| LeftArmRoll | Humanoid:LeftArmRoll |
| LeftForeArmRoll | Humanoid:LeftForeArmRoll |
| RightArmRoll | Humanoid:RightArmRoll |
| RightForeArmRoll | Humanoid:RightForeArmRoll |