Panel reference

Skeleton

Card 01 — pick, create, adopt, or delete the rig the motion applies to, plus HIK characterization.

Chooses the rig the generated motion applies to. The header pill reads not created or ready. FPS mirrors MoBu's scene transport automatically — there is no manual FPS field.

ControlDescription
Existing skeleton + RefreshDropdown of skeleton roots in the scene. Refresh rescans.
Show canonical skeletons onlyOn by default — lists only plugin-created rigs. If the filtered list is empty, the tool falls back to showing all roots.
NamespacePrefix applied to created joints (default animatica). Kept in lock-step with the timeline header's namespace field.
Create new skeleton on generateWhen on, a fresh rig is built each time you generate.
Create SkeletonBuilds a new neutral canonical skeleton in the scene.
AdoptMakes the selected rig pipeline-ready: stores its current pose as the bind pose, plus hip height and namespace on its root. It does not mark the rig canonical, so an adopted rig stays out of the canonical-only filter.
DeleteTears down the selected skeleton (with confirmation), including its HIK character and control rig.
HIK statusA colored line reports the HIK state: green = HIK present, amber = skeleton selected but no HIK (actionable), gray = nothing selected.

#HIK characterization & transferring motion to other rigs

Every SOMA character the plugin builds ships with a full HIK (HumanIK) characterization — the skeleton is already mapped to MotionBuilder's HumanIK definition, so it is a valid characterized actor out of the box, with no manual bone-mapping step. That's why the Skeleton card's HIK line reads green for plugin-created rigs, and why Bake to Control Rig works immediately.

Because the generated motion lives on a characterized rig, it can be transferred to any other characterized rig in the scene using MotionBuilder's standard HIK retargeting — regardless of the target rig's proportions. In Character Controls, set the destination character's Input / Source to the Animatica SOMA character; the destination rig then follows the generated motion live. Plot (bake) it onto the destination's skeleton or Control Rig to make it permanent. In short: generate once on the SOMA rig, then drive any of your production characters from the same take.

In practice — You never have to characterize the SOMA rig yourself — it arrives ready. Just make sure the target rig is also characterized in HIK, then retarget SOMA → target and plot. See workflow E for the full recipe.