Rigging and Creature FX

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.

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.

I added the MoCap footage which will be my object’s movement reference.

Selecting the MoCap rig by the hips is vital so that the whole rig is selected in order to select its Hierarchy

I reset the rig’s transformations.

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: