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.)
Attention:
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
- Open
HumanIK (Skeleton > HumanIK) and click
Create Skeleton in the
Create section of the
Start pane.
A default skeleton with a valid skeleton definition is created.
- (Optional) Click
>
Rename Character to rename the character.
- (Optional) Use the various bone and joint settings to adjust the skeleton to fit the structure of your character. See
Skeleton setup area.
Tip: If you plan to bind the default skeleton to an existing mesh, load the mesh and use the
Character Scale slider to interactively adjust the scale of the default skeleton until it roughly matches the size of your mesh.
- (Optional) If the default skeleton proportions do not match your character exactly, translate and rotate the bones as necessary until they fit your 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.)
- (Optional) Once you've finished defining your skeleton, you can select
Control Rig from the
Source menu to create a Control rig. This operation automatically locks your skeleton definition.