This tab provides a visual interface for mapping the structure of a skeleton. This process results in a HumanIK Skeleton Definition, which is required to create a Control Rig and/or retarget animation to and from the skeleton of a character. This character is referred to as a HumanIK defined character.
Definition tab
A.
Toolbar
B.
Character and Name Match views
C.
Skeleton properties
To create a skeleton definition, click
.
To map a bone, navigate from the:
To change a mapped bone:
- Right-click the cell and select
Change Assigned Bone. , then
- From the drop-down list, select from the listed bone names or type the name of the bone you want to use instead.
- Press
Enter or click
Ok.
To clear a mapped bone:
- Right-click the cell in the
Character view and select
Clear Assigned Bone.
The name of the selected bone appears in the drop-down list.
- Press
Enter or click
OK.
To clear all mapped bones in the current view (full body, hands, feet, or spine view):
- Right-click anywhere in the view.
- Select
Clear All in View.
To clear all mapped bones for the current character:
- Right-click anywhere in the view.
- Select
Clear All.
To map mirror pairs of bones:
- Select
> Edit > Definition > Mirror Matching.
Tip: Alternatively, click
in the
Definition toolbar.
- Select
> Edit > Definition > Configure Mirror Matching to open the
Mirror Configuration window.
This window contains a list of all sub-string pairs currently configured for mirror matching mode.
- Click the
+ or
- button to add or remove substrings, respectively.