Week 1: HumanIK in Maya. Simple Rig
HumanIK (HIK) in Maya is an advanced rigging and animation toolset designed for full-body inverse kinematics (FBIK). It enables efficient character rigging, motion retargeting, and real-time pose adjustments while maintaining natural movement. With built-in auto-rigging and seamless integration with motion capture and game engines, HIK is widely used in animation, VFX, and game development for creating lifelike humanoid motion.
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Using the step by step method to give my model a rig simplifies the process by allowing me to avoid performing certain steps in the wrong order.
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I added the MoCap footage which will be my object’s movement reference.
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Selecting the MoCap rig by the hips is vital so that the whole rig is selected in order to select its Hierarchy
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I reset the rig’s transformations.
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To link my object to the rig, I created another character which was the rig and used it in the source of the object in order to asigen its individual pivots to that of the rig.
Renders
I tried this activity independently on this troll model: