New in 2025.0
Streamline IK joint mapping for various avatars to achieve natural movement while ensuring seamless compatibility for motions and poses across all avatars.
The avatar must have properly defined joint points. Rigging must include key joints such as shoulders, elbows, wrists, pelvis, knees, and ankles.
IK Joint Mapping
ℹ️ The FBX file must not contain joints with duplicate names, and IK mapping may not apply correctly for creatures or quadruped avatars with non-human structures.
1. Click Main Menu » Avatar » Avatar Editor » IK Joint tab.
Joints are categorized into required and optional, and you must map all required joints to ensure proper IK setup.
For optional joints, we recommend mapping those indicated in the image if they are present in the avatar to achieve more accurate results.
Auto
If the avatar meets the following conditions, click at the top right to apply automatic mapping.
• If each joint name of the avatar matches that of the CLO avatar.
• If the avatar is from one of the following platforms: Daz 3D, Adobe Mixamo, Reallusion Character Creator, or Unreal Engine MetaHuman.
Manual
- Click the desired item from the image or list in the IK Mapping tab, then click the joint to be mapped on the avatar.
* Alternatively, you can first click the joint on the avatar and then click an item from the tab.
-
When
Symmetry Mapping option at the top right is turned on, the corresponding joint on the opposite side is automatically mapped. Note that both sides must be named as follows: Left_ / Right_, L_ / R_, Left / Right, _L / _R, _Left / _Right.
- Once all mapping is set up, adjust the IK pose.
✨Tip: Use the following tips to enhance the motion quality on the target avatar after IK mapping.
• Offset Joint: If a specific joint does not align properly, adjust the avatar joints by using Offset Joint.
• Move to Ground: If the avatar is floating above the ground after applying a motion file, right-click on the avatar and click 'Move to Ground'.
Set T-Pose
Set the avatar in a T-pose to ensure proper compatibility with CLO avatar pose and motion files apply correctly.
-
Adjust the avatar’s joints directly to a T-pose using the gizmo in the 3D window.
If the avatar is already in a T-pose, this step can be skipped.
- Click
at the top right.
📝Note:
• If set correctly, the button activates, allowing you to check the set T-pose when cilcked.
• After adjusting the pose during IK mapping, click the Reset Pose button to revert the avatar to the set T-pose.
Open/Save
You can manage the IK data mapped to the avatar as a file.
- Click
Save /
Open at the top right to open or save IK data as a .iks file.
* IK files are only compatible between avatars that have been mapped.
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