Once your character is set up for Behavior as described in the previous section, you need to initialize it. Initializing adds some special data to the character so that Behavior recognizes it as an actor. You need to do this before you can prepare the character any further to be a Behavior actor.
When you initialize a character, it is analyzed and an actor description is added to it so that it is considered to be a valid source from which a Behavior actor can be generated.
Initializing also adds an RTKNode custom parameter set, which is added to the GlobalSRT node, the COG node, and all of its children. This property tags the node as being part of the actor. As well, the RTKNode custom parameter set contains parameters that let you determine if a node is visible when authoring simulations and/or playing back simulations in the Behavior viewer—see Setting a Node’s Visibility.
If you know that the character is already set up for Behavior (such as a prop actor), you can skip the initialization process. To do this, press Shift while you choose the Initialize command to force the actor description to be Behavior-ready. Keep in mind that if you do this, the rest of the export process will overwrite its data.
Prop actors are defined as an inanimate object in the Behavior simulation, such as a table or a chair. Initializing a prop actor automatically adds a null GlobalSRT node to its hierarchy.
To initialize a character
1. Select the character you want to initialize.
2. Choose Actor > Initialize from the Behavior toolbar.
If you know that the rig is already set up for Behavior, press Shift while you choose the Initialize command to force the actor description to be Behavior-ready.
A message box may appear with an explanation of what is wrong with the character’s setup—for example, the COG node may be too deep in the hierarchy, or the COG node has siblings who should be its children. You need to correct the problem on the character and then choose the Initialize command again.
When the initialization is successful, the nodes that drive the character’s animation turn blue.

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