Use the following steps if, for example, you have an existing character mesh that needs a skeleton. (See Define an existing skeleton for HumanIK if you have a character with an existing skeleton.)
When creating the skeleton, ensure that you start with your character in a standard T-stance, facing the positive Z-axis, Y-axis up, with the arms aligned with the X-axis. See Prepare an existing skeleton for HumanIK.
To create a default skeleton
A default skeleton with a valid skeleton definition is created.
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Rename Character to rename the character.
For example, if your character has longer or shorter limbs than the default generated skeleton, select the generated skeleton limbs and translate them to fit your character. (Keep in mind that regardless of your character’s proportions, it must be defined in the T-stance, facing the positive Z-axis, Y-axis up, with the arms aligned with the X-axis.)