> For the complete documentation index, see [llms.txt](https://docs.existent.com/documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.existent.com/documentation/guides/customising-player-avatar/mappings/body-bone-mappings.md).

# Body Bone Mappings

Open the body bone mappings asset and set a skeletal mesh that uses the same skeleton used by the hand bone mappings. Make sure the skeletal mesh faces in the direction of the red arrow in the viewport.

<figure><img src="/files/oK3fSDz7IOzrRFD9mwOz" alt=""><figcaption></figcaption></figure>

Next press the Auto-fill Bone Mappings button which will bring up a the mappings config window. This window allows to choose from a number of presets such as UE5, UE4 and Mixamo. In this particular example the skeletal mesh being used is roughly based on a UE4 skeleton. Choose the preset that works best for your and make any changes to the config which are required to map all the bones.

<figure><img src="/files/6Xy6KyNPS7TKO7Wt5Mjk" alt=""><figcaption></figcaption></figure>

As per the hand bone mappings, review that all the auto-assigned bones are correct.&#x20;

<figure><img src="/files/1jVPbVL4TBVak6fmnPBE" alt=""><figcaption></figcaption></figure>

Depending on the skeleton certain bones may be completely missing. If that is the case, press Auto-fill excluded bones.

<figure><img src="/files/97eM3lppjtvwF5Pl302g" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/wbqepbUrNmtkYay9TVgp" alt=""><figcaption></figcaption></figure>

The head rotation of the skeletal mesh may need to be adjusted, use the head delta to fix the head rotation.

<figure><img src="/files/TL0cjS827zno8E6Ht0xk" alt=""><figcaption></figcaption></figure>
