structure but also needs to redefine the binding relationship that specifies the association between the body mesh and skeleton joints. This process is called skin binding. There are several algorithms [4] on this topic and here we adopt Maya for its efficiency. We use the Maya build-in function smooth binding to rig the shape model with the new skeleton from the mocap data and fine-tune two parameters (max references and dropoff rate) to reach the best performance. If the shape model and the skeleton have different heights, we have to re-scale the shape model as a whole for a better binding relationship while keeping the mocap skeleton unchanged. After this, the shape model is controlled by a skeleton that has the same structure as the mocap skeleton and can be recognized by MotionBuilder for animation generation.