Controls Character representation

Displays an image of a biped character and all the effectors you can use to animate a HumanIK Control rig.

Once you create a Control rig for your skeleton definition, the Character representation displays cells for each IK and FK effector in the rig. These cells provide visual feedback on the pinning, IK blend, and IK pull defined for each effector, and also let you create and select auxiliary effectors and pivot effectors.

IK cell status

Each IK cell of the Character representation updates to reflect the status of the corresponding effector. The following tables describe the various states of each cell.

Selection
Cell Effector state

Selected

Not selected

Selected as part of the active keying group - Full Body or Body Part. See Manipulation and keying modes.
Pinning
Cell Effector state

Pinned in translation.

Pinned in rotation.

Pinned in translation and rotation.

See also Pinning.

IK Blend and IK Pull. Cells provide dynamic feedback on IK Blend and IK Pull values with a visual, color-coded representation. For example:
Cell Effector state

IK Blend T set to 1.00.

IK Blend R set to 1.00.

IK Blend T and IK Blend R set to 1.00.

IK Pull set to 1.00. (With IK Blend T and IK Blend R set to 1.00.)

IK Pull set to 0.50.

Auxiliary and pivot effectors
Cell Effector state

Main effector has auxiliary effectors. Click the + icon to view.

Main effector has pivot effectors. Click the + icon to view.

Auxiliary effector

Pivot effector

See also the Control rigs, effectors, and pivots, Add auxiliary and pivot effectors.

Body Part views

Arrow icons next to the hands and feet in the Character representation let you switch to zoomed in views where you can select individual effectors within the character's hands and feet. Clicking on the hand or foot icon in the upper right corner of each view toggles between the left and right body part.

Hands
 
Feet
 

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