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IK Mapping feature is available starting from CLO 2025.0 and Marvelous Designer 2025.0.
Objective
With the IK Mapping feature, you can create motion (.mtn) and pose (.pos) files, as well as compatible avatars (.avt), that can be freely applied to various avatars. -
Notes
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There must be no duplicate joint names within the FBX file. If duplicate names are present, the IK Mapping feature may not function correctly.
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For avatars that differ from the Humanoid structure, such as creatures or quadruped avatars, the IK Mapping results may not align with expectations. Therefore, it is recommended to use bipedal, Humanoid-based avatars.
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The more similar the 'Target' Avatar's T-Pose is to the standard pose, the more consistent and higher the quality of results when applying Poses (.pos) and Motions (.mtn).
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You can check the CLO Avatar's T-Pose in the library.
1. How to use IK Mapping
To fully use the IK Mapping, both 'T-Pose' and 'IK Joint' settings are required. At least all joints marked as 'Required' must be mapped. -
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1-1. IK Mapping Workflow
- Import the avatar FBX or animated avatar FBX file.
- From the top Menu, Avatar > Avatar Editor > Select 'IK Mapping' Tab
- Adjust the Avatar's joints to set the T-Pose.
- Click the ‘Set T-Pose’ button.
- Click the ‘Auto Mapping’ button or manually connect each joint.
* Auto Mapping-Supported Avatar Platforms
Avatars from the following platforms can be automatically mapped using the 'Auto Mapping' button:
- DAZ – Genesis 8, Genesis 9
- Reallusion
- Mixamo
- Unreal Metahuman
- Avatars with the same joint structure and names as CLO avatars.1-2. Manual IK Mapping
When mapping joints manually, it’s essential to understand the name and function of each joint and connect them accurately to the corresponding body part.
Please refer to the image below to verify the position and function of each joint and then connect them accordingly.Joints labeled in red in the image represent the required joints; be sure to map all of them.
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Head: Head Part
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Neck: Neck Part
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Spine1, Spine2: Upper Parts of the spine.
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Waist: The first joint of the spine in the waist area.
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Hips: The central joint that connects the avatar's spine and both legs or thighs (parent bone of the spine and leg structures)
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Left/Right Shoulder, Elbow, Wrist: Shoulder, Elbow, Wrist
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Left/Right Hip, Knee, Ankle, Foot: Left/Right Leg Connection (Hip), Knee, Ankle, Foot
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- Only one roll joint can be mapped for arms and legs, so if multiple roll joints are used, please select and map the roll joint with the most significant influence, considering the movement.
Neck and Spine
IK Mapping supports 10 neck joints and 9 spine joints. The neck and spine joints are numbered sequentially from bottom to top. The smaller the number, the closer it is to the hips; the larger the number, the closer it is to the head.
Please refer to the image below to check the location and order of each joint and map them accurately in sequence.Neck
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The Neck is the first skeletal joint following the spine.
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From the Neck to the Head, joints must be mapped in order as Neck1, Neck2, Neck3, without skipping any numbers.
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Additional neck joints (Neck1~Neck9) are not required for IK Mapping. If your avatar contains additional neck joints, you can optionally choose to connect or map them.
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Spine
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The first spine joint must be mapped to the Waist.
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From the Waist up to the position where the shoulder joints connect, map the joints in sequence as Spine1, Spine2, Spine3, without skipping any numbers.
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Additional spine joints (Spine1~Spine9) are also not required by IK Mapping. If your avatar contains extra spine joints, you may optionally connect or map them.
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Shoulder
IK Mapping supports both basic shoulder joints (Left/Right Collar) and extra shoulder joints (Left/Right Collar Extra). - Please refer to the image below to identify the position of each shoulder joint and connect them accurately to match your avatar.
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The Left/Right Collar Extra joints are positioned between the essential Collar (Left/Right) and the Shoulder joints.
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These extra shoulder joints are not required for IK Mapping and can be mapped optionally if your avatar has them.
Hands and Feet
IK Mapping supports a maximum of 6 fingers and toes per hand or foot (i.e., Thumb through Pinky, plus an extra finger or foot).
Each finger and toe can have a maximum of 4 joints labeled A, B, C, and D, with D representing the tip joint. -
- Please refer to the image below to check the position and names of each joint in the hands and feet, then connect or map them accordingly to your avatar.
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- Finger and toe joints must be mapped in the order A, B, C, and D without skipping any.
- Hand and Foot nodes are not mandatory joints in IK Mapping, but you may connect/map them optionally if you want the fingers and toes to be retargeted.
* After manual mapping, please double-check that all joints have been correctly connected.
2. How to save Avatar (.avt) / Pose (.pos) / Motion (.mtn)
After completing the IK Mapping setup, save the Avatar (.avt), Motion (.mtn), and Pose (.pos) files with IK Mapping data. - These saved files contain embedded IK Mapping data, allowing them to be compatible and utilized together without any additional settings.
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2-1. Saving Avatar (.avt)
Before saving the Avatar (.avt) file, make sure that you use the Reset Joint function to set the avatar to its initial pose.
- In the 3D window, click on the avatar, then right-click > select 'Reset Joint.'
- Make sure the avatar has transitioned to the initial pose.
- From the top menu, go to File > Save As > Avatar to save the Avatar (.avt) file.
2-2. Saving Pose (.pos) / Motion (.mtn)
- From the top menu, click Animation > select 'Animation Editor.'
- In Animation Editor, right-click and select 'Clamp Range to Active Frames' to automatically set the animation playback range from the start to the end frame.
- From the top menu, go to File > Save As > select 'Joint Motion' or 'Pose' to save the motion (.mtn) or pose (.pos) file.
2-3. Extra Features for Pose (.pos) / Motion (.mtn) Editing
- After applying a pose (.pos) or motion (.mtn) following the IK Mapping setup, specific joint movements may appear unnatural.
- In such cases, the 'Offset Joint' and 'Move to Ground' features can help adjust the animation more naturally.
- These two features apply uniformly across all animation frames. Offset Joint values can be checked and edited in the 'Offset Joint' window even after the avatar (.avt) file is saved.
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- Offset Joint
The 'Offset Joint' allows you to adjust offset values when specific joint angles appear unnatural after applying a motion, enabling you to create better joint angles.
How to Use
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- In Animation Editor, right-click on an animation frame and select 'Offset Joint.'
- Click the joint you want to adjust.
- In the Offset Joint window, set the offset value to adjust to the joint angle.
Move to Ground
The 'Move to Ground' automatically adjusts the height when the Motion or Pose is applied after IK Mapping in cases where the avatar’s feet are floating above the ground (Grid). This allows the feet to touch the ground naturally.
How to Use
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- Check if the avatar is floating above the ground (Grid).
- In Animation Editor, right-click on an animation frame and select 'Move to Ground.'
- Check if the avatar’s feet are touching the ground.
※ Note: The 'Move to Ground' determines the ground position based on the current frame when it is executed. Therefore, please use this feature on the frame where the avatar’s feet should be in contact with the ground.
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3. Errors and Solutions
If a pop-up message labeled ‘No Matching Avatar’ appears after applying the Motion or Pose file following the IK Mapping setup, please check the following items:
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Please make sure the T-Pose is set in the IK Mapping tab.
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In the IK Mapping tab, please make sure all joints are properly connected under the 'Required' section.
4. CONNECT UPLOAD - Entering Asset Description
When uploading the AVT, MTN, or POS file to CONNECT, please provide detailed information about the asset for the convenience of customers.
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If detailed information is missing, asset registration may be rejected during the item approval process.
1. UPLOAD (Mandatory)
Confirm the uploaded asset name and format and replace the file by pressing the REUPLOAD button if necessary.
2. TITLE (Mandatory)
Please enter the asset name that will be displayed on CONNECT.
By default, the uploaded asset's name will be set automatically as the DEFAULT TITLE.
3. DESCRIPTION
Please provide customers with detailed file information.
For Avatar:
- AVATAR HEIGHT (Scale Unit)
- BUST CIRCUMFERENCE (Scale Unit)
- WAIST CIRCUMFERENCE (Scale Unit)
- HIP CIRCUMFERENCE (Scale Unit)
- Presence of the JOINTS
- Compatibility with CLO's AVATAR SIZING EDITOR
- Compatibility with CLO's default AVATAR ASSETS
- Presence of the Fitting Suit
- Presence of the IK Mapping (CLO/Marvelous Designer 2025)
For Pose / Motion:
- Presence of the IK Mapping (CLO/Marvelous Designer 2025)
- For Avatar (.avt), Motion (.mtn), or Pose (.pos) files that do not contain IK Mapping data, please provide the file name or download link of the avatar compatible with those files.
4. TAGS
'TAGS' is a target keyword that helps customers search for and amplify the reach of your content. Entering the type of assets for sale will help customers when searching for the items.
5. ATTACHMENT
You can attach files related to the Avatar (.AVT), Pose (.POS), or Motion (.MTN). However, it is impossible to track attachment files attached to 'ATTACHMENT' are being used.
6. ADD SUB-IMAGES
You can also add images that highlight the characteristics of the AVT (.AVT), Pose (.POS), or Motion (.MTN).
7. THUMBNAIL
Register an image that well showcases the characteristics of the Avatar (.AVT), Pose (.POS), or Motion (.MTN).
If you applied a material that is visible only in the render, please register the rendered image.
Registering images where items are not visible, or images unrelated to the item may result in rejection during the item approval process.
Avatar Thumbnails must be created with the subject wearing underwear. If nude images are used, item approval may be rejected.
※ Important Notes when Registering Items:
In the following cases, Avatar, Motion, or Pose items may be rejected for approval. -
1. Creating avatars/ motions/ poses using other 3D programs and converting them to different 3D formats or distributing them for commercial purposes.
2. Uploading avatars/ motions/ poses that have been plagiarized from other platforms or sites.
3. Content that triggers hatred.
4. Selling avatars/ motions/ poses provided by CLO or Marvelous Designer, either for free or for sale.
5. infringing on portrait rights or Copyrights.
6. Providing nude images in thumbnails or on the detailed page.
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