Found in the Rigging
menu set.
Joints
-
Create Joints
-
Opens the
Joint Tool.
-
Insert Joints
- Opens the
Insert Joint Tool.
-
Mirror Joints
- Duplicates the current parent’s joint chain across the specified plane. See
Mirroring joint chains and
Mirror joint chains.
- Select
Skeleton > Mirror Joint >
to open the
Mirror Joint Options, which let you specify the plane to mirror the joints across, as well as the orientation of the resulting duplicate joints.
- Orient Joint
- To open and change the
Orient Joint Options options, click
Skeleton > Orient Joint >
.
-
Remove Joints
- Deletes the current joint and unites the remaining joints and bones into a single joint chain. See
Remove joints.
-
Connect Joint
-
Connects the selected joints. See
Connect joints.
Select
Skeleton > Connect Joint >
to open the
Connect Joint options and select either of the following:
-
Connect Joint
- Connects the selected joints and moves the joint chain of the first joint to the position of the second joint. After connecting the joints, use
Remove Joint to delete the extra joint.
-
Parent Joint
- Connects the selected joints by inserting a new bone between them. See also
Connecting joint chains and skeletons.
- Disconnect Joint
-
Breaks the skeleton at the current joint, separating the skeleton into two joint chains. See
Disconnect joints.
-
Reroot Skeleton
- Designates the current joint as the parent or
root of its hierarchy. See
Reroot skeletons.
- See:
-
Joint Labelling
- Opens the
Joint Labelling Menu.
IK
-
Create IK Handle
- Opens the
IK Handle Tool
-
Create IK Spline Handle
-
Opens the
IK Spline Handle Tool.
-
Set Preferred Angle
- Sets the current skeleton’s preferred angles. See also
Understanding the attributes of a joint.
- Click
Skeleton > Set Preferred Angle >
to view the Preferred Angle Options and specify whether to set the preferred angle for the current joint or for all the joints from the current joint to its chain’s end joint.
-
Selected Joint
- Sets the current angle of the selected joint as its preferred angle.
-
Recursive
- Sets the current angles of all the joints from the selected joint to the joint at the end of the chain as their preferred angles.
-
Assume Preferred Angle
- Returns the current skeleton’s joints to the angles they possessed when their preferred angles were initially set. This function can also be accessed from a marking menu when you right-click a joint chain or skeleton.
- Click
Skeleton > Assume Preferred Angle >
to open the
Set Preferred Angle options to specify whether to reset the current joint’s angle to its preferred angle or to reset all the joints from the current joint to its chain’s end joint to their preferred angles.
-
Selected Joint
- Resets the current angle of the selected joint to its preferred angle.
-
Recursive
- Resets the current angles of all the joints from the selected joint to the joint at the end of the chain to their preferred angles.
See also:
-
Enable IK Handle Snap
- Causes the IK handle to snap back to its end joint’s position. By default,
Enable IK Handle Snap is on.
- See also:
Snap Enable
-
Enable IK/FK Control
- When
Enable IK/FK Control is on, you can rotate the joints in an IK chain whether or not the IK handle has keys. Also,
Enable IK/FK Control disables
Enable IK Handle Snap. See Skeleton >
Enable IK Handle Snap.
- When
Enable IK/FK Control is off, you can not rotate the joints in an IK chain unless you disable its IK handle.
-
Enable Selected IK Handles
- Turns the editability of the selected IK handles on, and sets their
Ik Blend values (in their
IK Solver Attributes) to 1.000. When
Ik Blend is 1.000, the IK animation is in full control of the skeleton.
-
Disable Selected IK Handles
- Turns the editability of the selected Ik handles off, and sets their
IK Blend values (in their
IK Solver Attributes) to 0.000. When
Ik Blend is 0.000, the FK animation is in full control of the skeleton.
- See also:
Enable Selected IK Handles.
- Quick Rig
- Opens the Quick Rig tool. See
Create an automatic character rig for a mesh.
-
HumanIK
- Opens the
HumanIK window.