---
title: "Automatically assign objects and calibrate characters"
canonical: "https://help.vicon.com/space/Evoke18/397969552/Automatically%20assign%20objects%20and%20calibrate%20characters"
format: markdown
---
To quickly assign objects to a character and calibrate it, use the following automated workflow.

- [Prepare objects for auto-assignment](#prepAutoAssignment)
- [Auto-assign objects and calibrate characters](#AutoAssignCalibrate)

> ✅ ** Object labeling **   
> ✅ In the volume, physically label the Pulsars that are linked to the reference objects (usually the headset and backpack), to indicate where to place them (for example, Player1_Head). You can leave the auto-assignable objects in a general charging area and place them onto any character and any limb.

> Macro (scroll-pagebreak)

### > Macro (anchor)

Prepare objects for auto-assignment

Prepare the objects for auto-assignment, as described in the following steps. (These steps are required for first-time setup only).

- [Prepare the unassigned objects](#Preparetheunassignedobjects)
- [Prepare the reference object(s)](#PrepareTheReferenceObjects)

#### > Macro (anchor)

Prepare the unassigned objects

In the 3D View, select the unassigned objects that you want to be auto-assigned and in the **Tracking** panel, in the **Properties** pane, select **Auto Assign Enabled**.

> ✅ **Tip**   
> ✅ You may find it easiest to select the required unassigned clusters by first arranging them in a group in the volume, so you can select them easily.

> ![image](media://832bbb09-9958-4f8a-8611-1c0cc6307d8c)

In the **Tracking** tree, when an object has **Auto Assign Enabled** selected, an additional icon > Macro (inline-media-image)

 is displayed to indicate that the object is auto-assignable, giving you a quick visual indication of the object's status.

> ![image](media://ecab44db-615b-4bb8-b8b5-b4701e25c8b1)

> Macro (scroll-pagebreak)

#### > Macro (anchor)

Prepare the reference object(s)

Assign one or (preferably) two objects to the appropriate slots (these can be smart objects, composite smart objects or basic objects). Typically the reference objects are the Pulsar clusters for the head and/or spine.

**To assign reference objects to their slots:**

1. In the **Tracking** panel, select the reference object, and in the **Properties** pane ensure that **Auto Assign Enabled** is cleared.
2. Ensure the objects are positioned in the volume so it is easy to tell which object is which (you may want to place them on a person or mannequin).
3. In the 3D View (or in the Tracking tree), select the object and Ctrl+select its slot in the Tracking tree, then right-click either the object or the slot and select **Assign Object**.
4. Ensure the reference object is displayed in the correct slot for the character.
5. Auto-assign the remaining objects for the character, as described in [Auto-assign objects and calibrate characters](#AutoAssignCalibrate).

### > Macro (anchor)

Auto-assign objects and calibrate characters

Ensure you have prepared both the unassigned objects and one or more reference object(s) (see [Prepare objects for auto-assignment](#prepAutoAssignment)), and the participants (see [Prepare the participants](https://vicon-help.atlassian.net/wiki/spaces/Evoke18/pages/397969461)).

At the start of each experience, auto-assign objects and calibrate each character, as described in these steps:

1. Get the participant(s) to stand in the capture volume in a neutral pose (known as an N-pose), which is a relaxed pose with the hands by the sides.
  The following image shows a character in a neutral pose (to show the pose clearly, the character has been calibrated).
2. Ensure that the following objects are attached to each participant:
  - One or (preferably) two reference object(s). Typically these are the Pulsar clusters for the head or spine. For best results, use both, although this is not essential.
  - Auto-assignable objects on their other limbs (eg, hands and feet).
3. In the **Tracking** panel, select one or more participant's characters, right-click and then click **Calibrate** (or, to calibrate all characters, press the shortcut Shift+C).
  The objects are 'fitted', based on their positions in relation to the available and unpopulated slots,. If you're solving a character, it is displayed with a skeleton.