This will enhance the quality and believability of the poses constructed by HumanIK at runtime. Represents the base of the spine. Finger and toe nodes. Control rigs, effectors, and pivots. It is intended primarily for certain specific situations, such as:. The optional finger-base and toe-base nodes provide joints inside your character’s hands and feet, at the points where the fingers and toes bend. Roll extraction simulates the way biped and quadruped arms and legs actually rotate around their axes.
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HumanIK character structure
Please send us your comment about this page. Spine The first bone in the spine autodsk is above the bone you map to the hips node. Note If you haven’t yet built a character skeleton and you plan to do so using Maya’s Skeleton Generatoryou won’t have to explicitly map character joints to define the character structure.
Whenever a HumanIK solver applies roll rotation to a node that has a child roll node, a percentage of that roll rotation can be extracted from the parent node and applied to the child roll node instead.
Import or export a HumanIK skeleton template
Hand and foot nodes Hands and feet are exactly equivalent in HumanIK; each foot and each hand can contain the same types of joints. For example, you cannot map a bone to Spine3 if Spine1 and Spine2 nodes are autpdesk. However, you can configure HumanIK to store the rotation of the hips in the HipsTranslation node instead.
These nodes are numbered from bottom up, with lower numbers closest to the hips and higher numbers closer to the head.
This node is used as an independent repository for the translation of your character’s hips. It is intended primarily for certain specific situations, such as:. The Definition tab in the Character Controls lets you configure up to six toes or fingers for each foot and each hand.
This is particularly useful when manipulating finger or toe IK effectors. In this case, it can be convenient to use the Reference node to synchronize data from that parent into HumanIK.
HipsTranslation This node is used as an independent repository for the translation of your character’s hips. However, you define each of your character’s feet and hands independently. You can also use the HipsTranslation node to retarget the trajectory of a source character to a target character. In the Huamnik Controlsyou cannot save or lock a characterization until you have successfully mapped all of these required nodes.
In this case, using the Reference node is the only way to modify the overall translation, rotation and scaling of the target character. The optional finger-base and toe-base nodes provide joints inside your character’s hands and feet, at the points where the fingers and toes bend.
Shoulder and ShoulderExtra nodes HumanIK offers two shoulder nodes on each side of the body, which can help to simulate the movements of a human’s shoulder as the arm rotates and raises. Figuring out which bone in your skeleton map to each of these nodes is generally straightforward:.
When you define fingers and toes for your character, it is generally recommended that you map the tip of each finger and toe to a node. Finger and toe nodes The Definition tab in the Character Controls lets you configure up to six toes or fingers for each foot and each hand.
Map each succeeding bone that lies between the bones you have mapped to the Neck node and to the Head node to the next available neck node Neck1, Neck2, Neck3, and so on. Each finger and toe can have up to four main joints, identified as 1, 2, 3 and 4. Map the first bone in your character’s spine to the required Spine node see Required nodes above.
For example, the right shoulder is a parent node of the right elbow, which in turn is a parent node of the right wrist. If you define this node for your character, and the HumanIK solver needs to offset the translation of your character’s Hips node, the resulting translation is stored back in the bone that is mapped to the HipsTranslation node rather than the bone mapped to the Hips node.
HumanIK also supports the use of an extra sixth toe or finger, referred to as ExtraFinger.
HumanIK character structure
These nodes are optional, and can be left out. Related topics Xutodesk an existing skeleton for HumanIK Definition tab overview Retarget animation from humnik character to another.
Map each succeeding bone in your character’s spine to the next available spine node Spine1, Spine2, Spine3, and so onup until the point at which your character’s collar or shoulder bones are connected to the spine. The thumb always connects directly to the wrist node, regardless of the presence of the finger-base node. This will enhance the quality and believability of the poses constructed by HumanIK at runtime.
HumanIK offers two shoulder nodes on each side of the body, which can help to simulate the movements of a human’s shoulder as the arm yumanik and raises. You cannot use HumanIK to control your character at runtime if you do not provide a characterization for these fifteen required nodes.