Difference between revisions of "Humanoid Rig Requirements for IK"

From Neos Wiki
Jump to navigation Jump to search
(Marked this version for translation)
m
(3 intermediate revisions by one other user not shown)
Line 10: Line 10:
 
* The bold bones are mandatory - must be present on the rig
 
* The bold bones are mandatory - must be present on the rig
 
* The avatar also needs to have identifiable thumb - fully rigged fingers or at least one bone chain for the thumb and one for the remainder of the hand.
 
* The avatar also needs to have identifiable thumb - fully rigged fingers or at least one bone chain for the thumb and one for the remainder of the hand.
 +
* Each finger must have at least two segments.
 +
* Names are necessary for less than five fingers. For hands with five fingers, geometric detection will be used by default.
 +
* Putting any bone name with <NoIK> start or end will ignore it from the Import process.
  
 +
A sample Blender rig can be found [https://drive.google.com/drive/folders/1jlNeTwg2ZKSv1wD7HMifZ-RtTTN6mGMw here].
 
== Bone Naming Convention == <!--T:3-->
 
== Bone Naming Convention == <!--T:3-->
 
The name of the bone needs to contain one of the listed keywords. They're case-insensitive and may be decorated with numbers (e.g. "spine01"), surrounded by special characters (e.g. "rig_spine"), side indicators (e.g. "left_hand", "LeftHand" or "hand_L") or even other words (e.g. "surgeonLUpperarm1").
 
The name of the bone needs to contain one of the listed keywords. They're case-insensitive and may be decorated with numbers (e.g. "spine01"), surrounded by special characters (e.g. "rig_spine"), side indicators (e.g. "left_hand", "LeftHand" or "hand_L") or even other words (e.g. "surgeonLUpperarm1").
Line 30: Line 34:
  
 
<!--T:6-->
 
<!--T:6-->
 +
* Thumb: thumb
 +
* Index: index
 +
* Middle: middle
 +
* Ring: ring
 +
* Pinky: pinky, little
 +
 +
 +
<!--T:7-->
 
* '''Upper Leg''': leg, upleg, thigh, upperleg, hip
 
* '''Upper Leg''': leg, upleg, thigh, upperleg, hip
 
* '''Lower Leg''': leg, calf, knee, shin
 
* '''Lower Leg''': leg, calf, knee, shin

Revision as of 07:45, 25 June 2020

Other languages:
English • ‎čeština • ‎日本語 • ‎한국어

When importing a rigged 3D model of a humanoid into Neos, it can be automatically setup with inverse kinematics, which also allows use as a full body avatar. There are certain requirements for the rig to be recognized as humanoid/biped and setup this way:

  • Model can be in A-pose or T-Pose. Others might work as well
  • Orientation (forward facing) should be along the positive Z axis. Flipped Z can be detected as well, but might contain bugs.
  • The bones should follow a naming convention specified below. Rigs from Mixamo already follow this convention.
  • The bold bones are mandatory - must be present on the rig
  • The avatar also needs to have identifiable thumb - fully rigged fingers or at least one bone chain for the thumb and one for the remainder of the hand.
  • Each finger must have at least two segments.
  • Names are necessary for less than five fingers. For hands with five fingers, geometric detection will be used by default.
  • Putting any bone name with <NoIK> start or end will ignore it from the Import process.

A sample Blender rig can be found here.

Bone Naming Convention

The name of the bone needs to contain one of the listed keywords. They're case-insensitive and may be decorated with numbers (e.g. "spine01"), surrounded by special characters (e.g. "rig_spine"), side indicators (e.g. "left_hand", "LeftHand" or "hand_L") or even other words (e.g. "surgeonLUpperarm1").

  • Hips/Pelvis: hips, pelvis, root
  • Spine: spine, chest
  • Chest: spine, chest, ribcage
  • Neck: neck
  • Head: head


  • Shoulder: shoulder, clavicle, collar, collarbone
  • Upper Arm: upperarm, arm, bicep
  • Lower Arm: forearm, lowerarm, elbow
  • Hand: hand, wrist, palm


  • Thumb: thumb
  • Index: index
  • Middle: middle
  • Ring: ring
  • Pinky: pinky, little


  • Upper Leg: leg, upleg, thigh, upperleg, hip
  • Lower Leg: leg, calf, knee, shin
  • Foot: foot, ankle
  • Toes: toe, ball, toebase, toes