Found in the Rigging menu set.
Joints
Note: You can find other
Joint options, such as
Draw Style,
Joint Orient, and
Degrees of Freedom by selecting a joint and looking in the
Attribute or
Node Editor.
- 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.