Joint Mapping – Maya

Estimated reading: 1 minute

In order for “Wonder Studio” to know how to transfer animation to your character, it needs the proper joint mapping.

To start joint mapping, simply click on the “Joint Mapping” button.

The following UI will appear

The minimum requirement for validation to pass is for the Hips bone to be mapped.

For the system to work, not all joints need to be mapped. If your character has, for example, four fingers, then only those joints need to be mapped. 

The animation will be transferred only to the correctly mapped joints, otherwise, they will be skipped.

There are three ways to map the bones:

  1. Clicking on the “Auto Assign Bones” button.
    (Currently, we support naming conventions for the following packages:
    HumanIK, Mixamo, Character Creator 4, Daz 3D, Unreal Engine)
  2. Selecting the bone and clicking on the + icon.
  3. Typing the name of the bone and hitting Enter.

Once the bone is mapped correctly, the field will turn green.

The same bone can't be assigned to multiple fields.

If all bones have been mapped correctly, the UI should look like this:

And the “joint mapping” validation on the main page will receive a green checkmark.