![humanik maya 2016 tutorial panda humanik maya 2016 tutorial panda](https://i.ytimg.com/vi/uIqJf_ia9_w/maxresdefault.jpg)
This is particularly useful when manipulating finger or toe IK effectors.
![humanik maya 2016 tutorial panda humanik maya 2016 tutorial panda](https://i.ytimg.com/vi/2w7q1pL9ED4/hqdefault.jpg)
You cannot skip a number when mapping these finger or toe nodes.
![humanik maya 2016 tutorial panda humanik maya 2016 tutorial panda](https://i.ytimg.com/vi/O4UtFHe3r-k/maxresdefault.jpg)
For example, you cannot map a bone to Spine3 if Spine1 and Spine2 nodes are empty. You cannot skip a number when defining spine or neck nodes.
HUMANIK MAYA 2016 TUTORIAL PANDA PLUS
The HumanIK solver supports up to nine additional spine nodes (Spine1 to Spine9), and up to ten neck nodes (Neck, plus Neck1 to Neck9).
HUMANIK MAYA 2016 TUTORIAL PANDA HOW TO
The following sections give you some guidance on how to decide what bones you should map to what nodes.
![humanik maya 2016 tutorial panda humanik maya 2016 tutorial panda](https://i.ytimg.com/vi/SgmX4xDbV1c/maxresdefault.jpg)
This will enhance the quality and believability of the poses constructed by HumanIK at runtime. It is highly recommended that you also map as many other bones in your character's skeleton as possible to other optional HumanIK nodes. In the HumanIK window, you cannot save or lock a characterization until you have successfully mapped all of these required nodes. You cannot use HumanIK to control your character at runtime if you do not provide a characterization for these fifteen required nodes. This identifies the main elements of your character's skeleton. If mapping an existing skeleton, you must map all fifteen nodes required by HumanIK. (See also Create a HumanIK skeleton definition.) In order for HumanIK to apply this bio-mechanical model to your characters, you need to either create a default HumanIK skeleton with this mapping built-in for you ( Create and define a HumanIK skeleton), or map the nodes understood by HumanIK to joints in your character's existing skeleton ( Define an existing skeleton for HumanIK). The HumanIK bio-mechanical model is equipped with knowledge about the ways these nodes are able to move when the solvers need to move one or more nodes to meet the requirements of an IK effect or a source animation at runtime, they use this built-in knowledge to construct new poses. For example, the right shoulder is a parent node of the right elbow, which in turn is a parent node of the right wrist. The HumanIK solver expects a character's nodes to be connected in certain typical arrangements.