Definition tab

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:

  1. Right-click the cell and select Change Assigned Bone. , then
  2. From the drop-down list, select from the listed bone names or type the name of the bone you want to use instead.
  3. Press Enter or click Ok.

To clear a mapped bone:

  1. 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.

  2. Press Enter or click OK.

To clear all mapped bones in the current view (full body, hands, feet, or spine view):

  1. Right-click anywhere in the view.
  2. Select Clear All in View.

To clear all mapped bones for the current character:

  1. Right-click anywhere in the view.
  2. Select Clear All.

To map mirror pairs of bones:

  1. Select > Edit > Definition > Mirror Matching.
    Tip: Alternatively, click in the Definition toolbar.
  2. 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.

  3. Click the + or - button to add or remove substrings, respectively.