HumanIK Character Controls templates

Three different character controls templates: A. CharacterControlsConfig.xml, B. CustomRigControlsConfig.xml, and C. FullRigControlsConfig.xml

Maya comes with 3 HumanIK character templates you can use to define your Skeleton. You can also modify a template to suit your needs using a basic text editor such as Notepad or Programmer's Notepad.

To load one of the character controls layouts:

  1. Select > Edit Control Rig > Load UI Configuration
  2. Navigate here:
    • Windows: C:\Program Files\Autodesk\<Maya version>\resources\CharacterControls
    • Mac OS X: /Applications/Autodesk/<Maya version>/Maya.app/Contents/resources/CharacterControls
    • Linux:/usr/autodesk/Maya/resources/CharacterControls
    • Note:

      By default, the character controls templates are created in CharacterControls directory during installation. These files are used to create the default layouts for the Controls and Custom Rig tabs.

See also Customize the HumanIK character interface, Customize the Custom Rig Character Definition background, and Reposition effectors on the HumanIK Custom Rig interface for more information on customizing the HumanIK interface.

CharacterControlsConfig.xml

The CharacterControlsConfig.xml file is the default template in Maya. It contains a commonly-used skeleton definition.

CustomRigControlsConfig.xml

CustomRigControlsConfig.xml is an advanced template, with more options, and expanded slots for additional fingers, toes and so on.

FullRigControlsConfig.xml

The FullRigControlsConfig.xml template is an expanded template that combine all the extra slots of the CustomRigControlsConfig.xml with additional shoulder bones and all finger and foot bones.

CharacterControlsConfig_T and CustomRigControlsConfig_T files

Character controls templates A. CharacterControlsConfig and CharacterControlsConfig_T B. CustomRigControlsConfig and CustomRigControlsConfig_T

The CharacterControlsConfig_T and CustomRigControlsConfig_T files found in the resources > Character Controls folder are versions of the templates in the CharacterControls file but the representation is a T-Stance or base pose instead, which is sometimes preferred by animators.

Note:

Sometimes the T-pose version of the character representation is offset or misaligned in the window. If this occurs, resize the HIK Panel wider and click Create Skeleton.