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12.03 Retarget Mocap Animation Human Inverse Kinematics Maya

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Maya Human IK Setup for Retargeting Mixamo Animations without Fingersexternal link

In this Autodesk Maya tutorial, you’ll learn how to create a HumanIK character definition for a Mixamo-rigged character so you can retarget motion capture animation cleanly and reliably. We’ll start by importing the character, making sure the viewport displays textures correctly, then add a namespace to the joint hierarchy so future imports do not overwrite your existing rig. After that, we’ll use the HumanIK panel to map key joints (hips, spine, neck, head, arms, legs, and feet), take advantage of mirroring to speed up the process, and confirm the setup is valid with Maya’s green checkmark.

By the end, you’ll also know how to save your HumanIK skeleton definition as a preset, which makes it much faster to set up additional Mixamo rigs later (especially characters without fingers).

What you’ll learn

  • Why Maya character definitions are required for mocap retargeting
  • How to add a namespace to a Mixamo joint hierarchy
  • How to map joints in HumanIK using Assign Selected Bone
  • How mirror definition fills the opposite side automatically
  • How to save a HumanIK character definition preset for reuse