In this video, I'm going to show you how we can use Maya HIK to quickly create a usable bipedal control rig, and how we can go through and do a few more clean up things on a skeleton. So going into the HIK menu, all we really have to do is click this little button, and as long as our skeleton definition is fine which should be since we generate it from HIK, it'll make a skeleton for us. The little circles represent translational controls, that is ones that we can move and rotate, whereas the yellow ones influence and show the idea of only rotational controls. You see that we can't move or scale them, however, we can rotate them at will. What I like to think about is, whenever a limb is being pressed up against like, for instance, a leg on the ground, it's best to move it using this inverse kinematic system. That is, lower area moving things higher up on the body, versus when we're doing things like arms swinging, it's better to do a kinematic system. Here moving my control, I can see an area of unanticipated deformation that I don't particularly like. To fix this, we have to unlock the definition, get rid of our skeletons control system, and now we're back to just our skeleton, which we are free to fix this skin weighting issues on. Of course, now I need to remove my limbs to set my definition back to where it was originally, looking for those greens whenever I do a little rotate. So since we have green on both side, we're good to go. Now, one thing we didn't do before is, we didn't mirror our skin weights. We fix some on one side, but not on the other. We want to click y-z because this is moving across the x-axis, and we want to go positive to negative. Because we're positive, is what we painted on and negatives when we go over to. We can see when we do that, it actually translates all of the skin weighting we did on one side over to the other side, saving us about half the time it would have taken to mirror all of those weights by hand. So I'm looking for these new rotations which were causing me some issues and some weird clipping was happening in here on my skeleton. So we're going to our paint skin weights tool, set a couple of key frames for animation so that we can have a quick movement of our joints, which will make the skin painting a lot easier. So right in here, we see the problem. If I can hold "Shift" on this, I can actually smooth out some of the painting, especially in these edges, which will help keep that from popping through. Now, sometimes you'll get into situations where you're finding an extreme movement of your body, create some just uncontrollable problems of joints popping through like this, but then you have to ask yourself, is that how much a body could actually move? Maybe you're moving the body on your skeleton in a way a human body never actually could. Like I said, all of this is always a compromise. Remember to mirror my skin weights back over, and then recreate my skeleton control rig definitions. Given another test, and we'll see how it looks. So we can see here the skeleton control rig works pretty well. In fact, by moving some of these little manipulators, I see how much control I really have over the body. It's a lot of using that moving the individual joints, and it lets me rotate up entire sections at a time. In fact, I can also use this little UI selector here if I'm having a hard time selecting the joints on the actual character itself. These IK joints are really handy tool for just moving and making little adjustments, but it will always keep everything rotating no matter how much I move things. So right here, I'm just playing with a little bit. It's always really great when you get a rig to just move things around, always moving and hitting Z to return them back to original position, to make sure everything moves and manipulates in the way that you would expect. We'll get really familiar with the system as we start to animate other actions on our character. We're going to be doing a walk and an idle for the character before we import it into Unity. But it's a good time now to just get comfortable with how the joints move and how everything looks. So don't forget to save your scene. In our next video, I'll be showing you how we can create our first animation, a simple walk cycle with this character.