Skeleton setup area

Scale and Bones

Character Scale

Enter a value or use the slider to scale the default HumanIK skeleton.

Spine

Enter the number of spine joints you want. Default 3, maximum 10.

Neck

Enter the number of neck joints you want. Default 1, maximum 10.

Shoulder/Clavicle

Enter the number of shoulder joints you want. Default 1, maximum 2.

Roll Bones

Set whether you want the skeleton to have any of the following roll bones:

Upper-Arms
Enter the number of upper arm joints you want. Default 0, maximum 5.
Lower-Arms
Enter the number of lower arm joints you want. Default 0, maximum 5.
Upper-Legs
Enter the number of upper leg joints you want. Default 0, maximum 5.
Lower-Legs
Enter the number of lower leg joints you want. Default 0, maximum 5.

See also Roll nodes.

Finger Bones

Set whether you want the skeleton to have any of the following finger joints:

Num Bones

Set how many joints you want in each finger. Default 3, maximum 3.

Extras

Set whether you want any of the following extra joints in the hands:

  • Finger-Base
  • In-Hand Joints

Toe Bones

Set whether you want the skeleton to have any of the following toe joints:

  • Index
  • Middle
  • Ring
  • Pinky
  • Big Toe
  • Foot-Thumb
Num Bones Count

Set how many joints you want in each toe. Default 3, maximum 3.

Toe-Base

Adds extra Toe-Base bones in the feet.

In-Foot Bones
Adds extra In-Foot Bones in the feet.

Extra

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.

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