Difference between revisions of "Humanoid Rig Requirements for IK"

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(Mention that <NoIK> doesn't block children from being detected.)
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* Model can be in A-pose or T-Pose. Others might work as well
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* 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.
+
* Orientation (forward facing) should be along the positive Z axis. Flipped Z can be detected as well but might contain bugs.
 
** Quick validation for this: check "Force T-pose" in import settings. If hands are crossed, rotate 180 degrees along the Z (up-down) axis. If one hand is in front and the other hand is in back, rotate 90 degrees along the Z (up-down) axis.
 
** Quick validation for this: check "Force T-pose" in import settings. If hands are crossed, rotate 180 degrees along the Z (up-down) axis. If one hand is in front and the other hand is in back, rotate 90 degrees along the Z (up-down) axis.
 
* The bones should follow a naming convention specified below. Rigs from Mixamo already follow this convention.
 
* 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
+
** If they cannot be found, a text box will appear with a list of bones that could not be found.
** If they cannot be found, a text box will appear with a list of bones that could not be found
 
 
* 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.
 
* 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.
 
* Names are necessary for less than five fingers. For hands with five fingers, geometric detection will be used by default.
** It is highly recommended to add the names to the fingers, as it is possible for the detection to malfunction
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** It is highly recommended to add the names to the fingers, as it is possible for the detection to malfunction.
* Minimum of 3 fingers must exist for automatic hand setup to work.
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* A minimum of 3 fingers must exist for automatic hand setup to work.
* Putting any bone name with <NoIK> start or end will ignore it from the Import process.
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* Adding <NoIK> to the start or end of any bone name will exempt the corresponding bone from the Import process.
** This is useful for bones that may be mis-identified, such as arm twist bones
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** This is useful for bones that may be mis-identified, such as arm twist bones.
 
** This does not prevent children of the bone from being detected.
 
** This does not prevent children of the bone from being detected.
  
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[https://drive.google.com/drive/folders/1jlNeTwg2ZKSv1wD7HMifZ-RtTTN6mGMw Download from Google Drive].
 
[https://drive.google.com/drive/folders/1jlNeTwg2ZKSv1wD7HMifZ-RtTTN6mGMw Download from Google Drive].
 
== 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").
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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"). Bones with bolded names are mandatory and must be present on the rig.
  
 
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Revision as of 09:32, 22 February 2021

Other languages:
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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.
    • Quick validation for this: check "Force T-pose" in import settings. If hands are crossed, rotate 180 degrees along the Z (up-down) axis. If one hand is in front and the other hand is in back, rotate 90 degrees along the Z (up-down) axis.
  • The bones should follow a naming convention specified below. Rigs from Mixamo already follow this convention.
    • If they cannot be found, a text box will appear with a list of bones that could not be found.
  • 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.
    • It is highly recommended to add the names to the fingers, as it is possible for the detection to malfunction.
  • A minimum of 3 fingers must exist for automatic hand setup to work.
  • Adding <NoIK> to the start or end of any bone name will exempt the corresponding bone from the Import process.
    • This is useful for bones that may be mis-identified, such as arm twist bones.
    • This does not prevent children of the bone from being detected.

A sample Blender rig can be found here: Download from Google Drive.

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"). Bones with bolded names are mandatory and must be present on the rig.

  • 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