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The hikHandle manages all of the effectors used to drive Human IK on a skeleton. Human IK is a full-body solver. Unlike the other ik handles in Maya, the hikHandle is not restricted to a single effector on a chain of joints. Instead, the hikHandle manages multiple effectors which are used to control biped or quadruped characters.

Node nameParentsMFn typeCompatible function sets
hikHandleikHandlekHikHandlekBase
kNamedObject
kDependencyNode
kDagNode
kTransform
kHikHandle

Related nodes

joint, ikHandle, hikSolver, ikSystem, hikEffector

Attributes (153)

The following quick index only shows top-level attributes (too many attributes to show them all): activate, chest (1), contactsPosition (6), convertScale, defaultMatrix, effectors, extra (1), feetContactPosition (6), feetFloorContactSetup (3), fingerTipsSizes (12), fingersFloorContactSetup (2), fkjoints, fkmatrix, floorContacts (4), handsFloorContactSetup (3), head (1), hips (1), joints, killPitch (4), leftArm (4), leftFootGroundPlane, leftFootOrientedGroundPlane, leftHandGroundPlane, leftHandOrientedGroundPlane, leftLeg (3), propertyChanged, rightArm (4), rightFootGroundPlane, rightFootOrientedGroundPlane, rightHandGroundPlane, rightHandOrientedGroundPlane, rightLeg (3), rollExtraction (17), solving (5), stancePoseMatrix, stiffness (19), time, toeTipsSizes (12), toesFloorContactSetup (2), usingMB55Rig

Long name (short name)TypeDefaultFlags
effectors (eff) boolfalsearrayoutputinputconnectable
The associated hikEffectors for this handle.
leftFootGroundPlane (lfg) double0.0outputinputconnectable
The ground plane for the left foot floor contact. *obsolete* used for non-oriented floor contacts. Use leftFootOrientedGroundPlane instead.
rightFootGroundPlane (rfg) double0.0outputinputconnectable
The ground plane for the right foot floor contact. *obsolete* used for non-oriented floor contacts. Use rightFootOrientedGroundPlane instead.
rightFootOrientedGroundPlane (rog) matrixidentityoutputinputconnectable
The oriented ground plane for the right foot floor contact.
leftFootOrientedGroundPlane (log) matrixidentityoutputinputconnectable
The oriented ground plane for the left foot floor contact.
leftHandGroundPlane (lhg) double0.0outputinputconnectable
The ground plane for the left hand floor contact. *obsolete* used for non-oriented floor contacts. Use leftHandOrientedGroundPlane instead.
rightHandGroundPlane (rhg) double0.0outputinputconnectable
The ground plane for the right hand floor contact. *obsolete* used for non-oriented floor contacts. Use rightHandOrientedGroundPlane instead.
leftHandOrientedGroundPlane (loh) matrixidentityoutputinputconnectable
The oriented ground plane for the left hand floor contact.
rightHandOrientedGroundPlane (roh) matrixidentityoutputinputconnectable
The oriented ground plane for the right hand floor contact.
joints (jt) Messagen/aarrayoutputinputconnectable
The joints controlled by this handle.
fkjoints (fj) Messagen/aarrayoutputinputconnectable
the FK joints, which together with the effectors, drive the joints controlled by this handle
fkmatrix (fm) matrixidentityarrayoutputinputconnectable
the FK joints matrices, which when the fk joints are manipulated will get dirtied
time (tim) time0filmoutputinputconnectablestorablehidden
The current time.
defaultMatrix (dm) matrixidentityarrayoutputinputconnectablestorable
This attribute is used during file save and retrieve only. It stores the current default matrix for each joint at the time the file was saved. This matrix is used to initialize the humanIK solve after file open.
stancePoseMatrix (sm) matrixidentityarrayoutputinputconnectablestorable
This attribute stores the stance pose that will be needed to initialize human ik.
usingMB55Rig (m55) boolfalseoutputinputconnectablestorable
Indicates whether the FK skeleton is in Motion Builder 5.5 format. As of Maya 2010, this attribute is deprecated. It is no longer being used. Rigs from Motion Builder version 5.5 and earlier will no longer be supported.
activate (act) booltrueoutputinputconnectablestorable
Indicates whether the Full body system should be active or not.
convertScale (cs) booltrueoutputinputconnectablestorable
Indicates upon file open, whether to put the scale of all effectors to unity and scale up the radius by the same amount. This attribute is put primarily for backward compatibility purposes, where in previous versions of Maya (pre 2008) the scale of effectors did not matter, but starting from Maya 2008, at least the scale of secondary pivots does matter.
propertyChanged (pc) Messagen/aoutputinputconnectable
Internal attribute used to optimize evaluation of properties for the solver.
solving (sol) compoundn/aoutputinputconnectablestorable
Folder for Solving controls
postureType (pt) enum0outputinputconnectablestorable
Switches your control rig between a biped or quadruped posture.
expertMode (exp) bool0outputinputconnectablestorable
When activated, the pull and stiffness options are available and contribute to the FBIK solution during playback.
realisticShoulderSolving (rss) float0.00outputinputconnectablestorable
Shoulder correction for extreme rotation.
solveFingers (sf) bool1outputinputconnectablestorable
Controls whether IK solving is done for fingers. When disabled, performance will be improved.
hipTranslationMode (htm) enum0outputinputconnectablestorable
The hips translation mode setting lets you select whether rotation is applied to both (body rigid) the hips node and the hipsTranslation node, or only the hips node (world rigid). This is useful when you have defined a second joint for translating the hips of your model and you do not want the second node to receive rotation. To use this setting, you must define a hipsTranslation node when setting up your character.
floorContacts (fc) compoundn/aoutputinputconnectablestorable
Folder for Floor Contacts controls
handsFloorContact (hfc) bool0outputinputconnectablestorable
When enabled, prevents the hands from going through the floor.
feetFloorContact (fec) bool0outputinputconnectablestorable
When enabled, prevents the feet from going through the floor.
fingersFloorContact (fic) bool0outputinputconnectablestorable
When enabled, prevents the fingers from going through the floor.
toesFloorContact (tfc) bool0outputinputconnectablestorable
When enabled, prevents the toes from going through the floor.
handsFloorContactSetup (flc) compoundn/aoutputinputconnectablestorable
Folder for Hands Floor Contact Setup controls
handsFloorPivot (hfp) enum0outputinputconnectablestorable
Define a stable point when applying floor contact.
handsContactType (hct) enum0outputinputconnectablestorable
This attribute allows you to define the number and orientation of markers used to define the floor contact for the hands. In "normal" contact, six markers define each contact between the hand and the floor. The middle markers should define where the fingers begin. In "wrist" contact, four points define each contact. The hand markers are displayed around each palm. In "FingerBase" contact, four points define each contact. The hand floor contact markers display around each finger. In "hoof" contact, four points define each contact, but the points are oriented at a 90 degree angle, allowing you to define the floor contact for animal types with hooves, such as horses. These contact markers allow for 180 degrees of movement.
handsContactStiffness (hcs) float0.00outputinputconnectablestorable
Defines how stiff the hand becomes as soon as any part of the hand contacts the floor. At 100% (1.0) the wrist rotation will not change, this keeps the hand configuration while contacting. At 0% the wrist rotation will be adapted to minimize floor penetration. In both cases, wrist translation will do the final correction.
contactsPosition (cp) compoundn/aoutputinputconnectablestorable
Folder for Contacts Position controls
handHeight (hh) float7.50outputinputconnectablestorable
Defines the floor contact offset height for the hand
handBack (hb) float4.50outputinputconnectablestorable
Defines the length of the back edge of the hand.
handMiddle (hm) float13.00outputinputconnectablestorable
Defines the length to the middle of the hand, where the fingers bend.
handFront (hf) float7.00outputinputconnectablestorable
Defines the length of the frontmost part of the hand.
handInSide (his) float5.00outputinputconnectablestorable
Defines the length of the interior of the hand.
handOutSide (hos) float5.00outputinputconnectablestorable
Defines the length of the exterior of the hand.
feetFloorContactSetup (fle) compoundn/aoutputinputconnectablestorable
Folder for Feet Floor Contact Setup controls
feetFloorPivot (fpv) enum0outputinputconnectablestorable
Specify which part of the feet take priority when they make contact with the floor. A selection of "auto" will average priority between the ankle and toes so that when the foot makes conact with the floor the ankle is translated back and the toes are pushed forward. A selection of "ankle" will cause the toes to move forward to maintain the trajectory of the ankle. A selection of "toes" will cause the ankle to be translated backwards to keep the toes firmly planted.
feetContactType (fct) enum0outputinputconnectablestorable
This attribute allows you to define the number and orientation of markers used to define the floor contact for the foot. In "normal" contact, six markers define each contact between the foot and the floor. The middle markers should define where the toes begin. In "ankle" contact, four points define each contact and are placed around the base of the foot. In "toe base" contact, four points define each contact and are placed around the toes of each foot. In "hoof" contact, four points define each contact, but the points are oriented at a 90 degree angle, allowing you to define the floor contact for animal types with hooves, such as horses. These contact markers allow for 180 degrees of movement.
feetContactStiffness (fcs) float0.00outputinputconnectablestorable
Defines how stiff the foot becomes as soon as any part of the foot contacts the floor. At 100% (1.0) the ankle rotation will not change, this keeps the foot configuration while contacting. At 0% the ankle rotation will be adapted to minimize floor penetration. In both cases, ankle translation will do the final correction.
feetContactPosition (flf) compoundn/aoutputinputconnectablestorable
Folder for feet contact position controls
footHeight (fh) float7.50outputinputconnectablestorable
Defines the floor contact offset height for the foot
footBack (fra) float4.50outputinputconnectablestorable
Defines the length of the back edge of the foot.
footMiddle (fma) float13.00outputinputconnectablestorable
Defines the length of the middle (ball) of the foot.
footFront (ffm) float7.00outputinputconnectablestorable
Defines the length of the frontmost section of the foot.
footInSide (fia) float5.00outputinputconnectablestorable
Defines the length of the interior of the foot.
footOutSide (foa) float5.00outputinputconnectablestorable
Defines the length of the exterior of the foot.
fingersFloorContactSetup (flg) compoundn/aoutputinputconnectablestorable
Folder for Fingers Floor Contact Setup controls
fingersContactType (fcm) enum1outputinputconnectablestorable
Controls the behavior of the fingers as they make contact with the floor. You can select between three different behaviors: sticky, spread and stickySpread. "Sticky" causes each finger to stick to the floor exactly where contact is made. "Spread" spreads the fingers as they make contact with the floor, attempting to keep the position of the fingers intact. Rotation is applied to the root of each finger. "StickySpread" averages the finger behaviour between both Sticky and Spread.
fingersContactRollStiffness (hcr) float0.00outputinputconnectablestorable
Defines how the finger rotations will react to a floor contact.
fingerTipsSizes (fts) compoundn/aoutputinputconnectablestorable
Folder for finger tips size controls
leftHandThumbTip (ltt) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the left thumb.
leftHandIndexTip (lit) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the left index finger.
leftHandMiddleTip (lmt) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the left middle finger.
leftHandRingTip (lrt) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the left ring finger.
leftHandPinkyTip (lpt) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the left pinky finger.
leftHandExtraFingerTip (lxt) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the left extra finger.
rightHandThumbTip (rtt) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the right thumb.
rightHandIndexTip (rit) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the right index finger.
rightHandMiddleTip (rmt) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the right middle finger.
rightHandRingTip (rrt) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the right ring finger.
rightHandPinkyTip (rpp) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the right pinky finger.
rightHandExtraFingerTip (rxt) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the right extra finger.
toesFloorContactSetup (fli) compoundn/aoutputinputconnectablestorable
Folder for Toes Floor Contact Setup controls
toesContactType (tct) enum1outputinputconnectablestorable
Controls the behavior of the toes as they make contact with the floor. You can select between three different behaviors: sticky, spread and stickySpread. "Sticky" causes each toe to stick to the floor exactly where contact is made. "Spread" spreads the toes as they make contact with the floor, attempting to keep the position of the toes intact. Rotation is applied to the root of each toe. "StickySpread" averages the toe behaviour between both Sticky and Spread.
toesContactRollStiffness (fcr) float0.00outputinputconnectablestorable
Defines how the toe rotations will react to a floor contact.
toeTipsSizes (flj) compoundn/aoutputinputconnectablestorable
Folder for Toe Tips Sizes controls
leftFootThumbTip (ttl) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the left big toe.
leftFootIndexTip (til) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the left index toe.
leftFootMiddleTip (tml) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the left middle toe.
leftFootRingTip (trl) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the left ring toe.
leftFootPinkyTip (tpl) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the left pinky toe.
leftFootExtraFingerTip (txl) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the left extra toe.
rightFootThumbTip (ttr) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the right big toe.
rightFootIndexTip (tir) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the right index toe.
rightFootMiddleTip (tmr) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the right middle toe.
rightFootRingTip (trr) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the right ring toe.
rightFootPinkyTip (tpr) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the right pinky toe.
rightFootExtraFingerTip (txr) float0.50outputinputconnectablestorable
Adjusts the size of the floor marker used to outline the right extra toe.
head (fll) compoundn/aoutputinputconnectablestorable
Folder for Head controls
headPull (phd) float0.00outputinputconnectablestorable
The extent to which the head is attracted to its effector during IK playback.
leftArm (flm) compoundn/aoutputinputconnectablestorable
Folder for Left Arm controls
leftElbowPull (ple) float0.00outputinputconnectablestorable
The extent to which the left elbow is attracted to its effector during IK playback.
leftHandPullChest (cpl) float1.00outputinputconnectablestorable
The extent to which the left hand affects the chest during IK playback.
leftHandPullHips (plh) float1.00outputinputconnectablestorable
The extent to which the left hand affects the hips during IK playback.
leftFingerBasePull (plb) float0.00outputinputconnectablestorable
The extent to which the left finger base is attracted to its effector during IK playback.
rightArm (fln) compoundn/aoutputinputconnectablestorable
Folder for Right Arm controls
rightElbowPull (pre) float0.00outputinputconnectablestorable
The extent to which the right elbow is attracted to its effector during IK playback.
rightHandPullChest (cpr) float1.00outputinputconnectablestorable
The extent to which the right hand affects the chest during IK playback.
rightHandPullHips (prh) float1.00outputinputconnectablestorable
The extent to which the right hand affects the hips during IK playback.
rightFingerBasePull (prb) float0.00outputinputconnectablestorable
The extent to which the right finger base is attracted to its effector during IK playback.
chest (flo) compoundn/aoutputinputconnectablestorable
Folder for Chest controls
chestPull (rcp) float0.00outputinputconnectablestorable
The degree to which the solver tries to preserve the initial FK angle of the chest.
hips (flp) compoundn/aoutputinputconnectablestorable
Folder for Hips controls
hipsPull (chp) float0.00outputinputconnectablestorable
The degree to which the solver tries to preserve the initial FK angle of the hips.
leftLeg (flq) compoundn/aoutputinputconnectablestorable
Folder for Left Leg controls
leftKneePull (plk) float0.00outputinputconnectablestorable
The extent to which the left knee is attracted to its effector during IK playback.
leftFootPull (plf) float1.00outputinputconnectablestorable
The extent to which the left foot is attracted to its effector during IK playback.
leftToeBasePull (plt) float0.00outputinputconnectablestorable
The extent to which the left toe base is attracted to its effector during IK playback.
rightLeg (flr) compoundn/aoutputinputconnectablestorable
Folder for Right Leg controls
rightKneePull (prk) float0.00outputinputconnectablestorable
The extent to which the right knee is attracted to its effector during IK playback.
rightFootPull (prf) float1.00outputinputconnectablestorable
The extent to which the right foot is attracted to its effector during IK playback.
rightToeBasePull (prt) float0.00outputinputconnectablestorable
The extent to which the right toe base is attracted to its effector during IK playback.
extra (ex) compoundn/aoutputinputconnectablestorable
Folder for Extra controls
pullIterationCount (pic) float10.00outputinputconnectablestorable
Controls the number of times pull is calculated. The greater the number of iterations, the more accurate the pull calculation. However, a higher number of iterations may decrease system performance.
stiffness (st) compoundn/aoutputinputconnectablestorable
Folder for Stiffness controls
neckStiffness (nst) float0.00outputinputconnectablestorable
Degree to which the solver tries to preserve the initial FK angle on the neck.
leftShoulderStiffness (rlco) float0.50outputinputconnectablestorable
Degree to which the solver tries to preserve the initial FK angle on the left collar.
leftArmStiffness (rle) float0.50outputinputconnectablestorable
Degree to which the solver tries to preserve the initial FK angle on the left elbow.
leftElbowMaxExtension (mle) float0.50outputinputconnectablestorable
Dampens the left arm as it fully extends to prevent limb snapping. The higher the value, the more gradual the limb extendeds. By default, a value of .5 corrects most limb snapping.
leftElbowCompressionFactor (cle) float0.50outputinputconnectablestorable
Changes the stiffness of an extended left arm as it contracts or closes. At 100% (1.0) the extended left arm will not bend, but instead pushes the chest of the character, moving the character.
rightShoulderStiffness (rrc) float0.50outputinputconnectablestorable
Degree to which the solver tries to preserve the initial FK angle on the right collar.
rightArmStiffness (rre) float0.50outputinputconnectablestorable
Degree to which the solver tries to preserve the initial FK angle on the right elbow.
rightElbowMaxExtension (mre) float0.50outputinputconnectablestorable
Dampens the right arm as it fully extends to prevent limb snapping. The higher the value, the more gradual the limb extendeds. By default, a value of .5 corrects most limb snapping.
rightElbowCompressionFactor (cre) float0.50outputinputconnectablestorable
Changes the stiffness of an extended right arm as it contracts or closes. At 100% (1.0) the extended right arm will not bend, but instead pushes the chest of the character, moving the character.
hipsEnforceGravity (egr) float0.60outputinputconnectablestorable
Forces the character's hips to be between its feet. The hipsStiffness must be set to a non-zero value to take advantage of hipsEnforceGravity.
chestStiffness (rco) float0.00outputinputconnectablestorable
Degree to which the solver tries to preserve the initial FK angle on the chest.
spineStiffness (sst) float0.00outputinputconnectablestorable
Degree to which the solver tries to preserve the initial FK angle on the spine.
hipsStiffness (rho) float0.00outputinputconnectablestorable
Degree to which the solver tries to preserve the initial FK angle on the hips.
leftKneeMaxExtension (mlk) float0.50outputinputconnectablestorable
Dampens the left leg as it fully extends to prevent limb snapping. The higher the value, the more gradual the limb extendeds. By default, a value of .5 corrects most limb snapping.
leftLegStiffness (rlk) float0.50outputinputconnectablestorable
Degree to which the solver tries to preserve the initial FK angle on the left knee.
leftKneeCompressionFactor (clk) float0.50outputinputconnectablestorable
Changes the stiffness of an extended left leg as it contracts or closes. At 100% (1.0) the extended left leg will not bend, but instead pushes the chest of the character, moving the character.
rightLegStiffness (rrk) float0.50outputinputconnectablestorable
Degree to which the solver tries to preserve the initial FK angle on the right knee.
rightKneeMaxExtension (mrk) float0.50outputinputconnectablestorable
Dampens the right leg as it fully extends to prevent limb snapping. The higher the value, the more gradual the limb extendeds. By default, a value of .5 corrects most limb snapping.
rightKneeCompressionFactor (crk) float0.50outputinputconnectablestorable
Changes the stiffness of an extended right leg as it contracts or closes. At 100% (1.0) the extended right leg will not bend, but instead pushes the chest of the character, moving the character.
killPitch (kp) compoundn/aoutputinputconnectablestorable
Folder for kill pitch controls
leftElbowKillPitch (lek) bool0outputinputconnectablestorable
When enabled, removes the pitch axis on the left elbow.
rightElbowKillPitch (rek) bool0outputinputconnectablestorable
When enabled, removes the pitch axis on the right elbow.
leftKneeKillPitch (lkk) bool0outputinputconnectablestorable
When enabled, removes the pitch axis on the left knee.
rightKneeKillPitch (rkk) bool0outputinputconnectablestorable
When enabled, removes the pitch axis on the right knee.
rollExtraction (re) compoundn/aoutputinputconnectablestorable
Folder for Roll Extraction controls
rollExtractionMode (rem) enum0outputinputconnectablestorable
Controls whether the roll extraction is relative or absolute.
leftArmRollMode (larm) bool0outputinputconnectablestorable
Activate/deactivate the roll extraction for the left arm. 0% roll extraction is not equal to no extraction when you are in "absolute extraction mode".
leftArmRoll (lar) float0.60outputinputconnectablestorable
Adjusts the roll of the left arm. At 100% (1.0), all of the roll transfers from the original limb to the roll bone, moving the roll bone and its parent. At 50% (0.5), the roll is equally distributed between the limb and the roll bone. At 0%, none of the roll is transferred to the rest of the limb, moving only the roll bone.
leftForeArmRollMode (lfrm) bool0outputinputconnectablestorable
Activate/deactivate the roll extraction for the left forearm. 0% roll extraction is not equal to no extraction when you are in "absolute extraction mode".
leftForeArmRoll (lfr) float0.60outputinputconnectablestorable
Adjusts the roll of the left forearm. At 100% (1.0), all of the roll transfers from the original limb to the roll bone, moving the roll bone and its parent. At 50% (0.5), the roll is equally distributed between the limb and the roll bone. At 0%, none of the roll is transferred to the rest of the limb, moving only the roll bone.
rightArmRollMode (rarm) bool0outputinputconnectablestorable
Activate/deactivate the roll extraction for the right arm. 0% roll extraction is not equal to no extraction when you are in "absolute extraction mode".
rightArmRoll (rar) float0.60outputinputconnectablestorable
Adjusts the roll of the right arm. At 100% (1.0), all of the roll transfers from the original limb to the roll bone, moving the roll bone and its parent. At 50% (0.5), the roll is equally distributed between the limb and the roll bone. At 0%, none of the roll is transferred to the rest of the limb, moving only the roll bone.
rightForeArmRollMode (rfrm) bool0outputinputconnectablestorable
Activate/deactivate the roll extraction for the left forearm. 0% roll extraction is not equal to no extraction when you are in "absolute extraction mode".
rightForeArmRoll (rfr) float0.60outputinputconnectablestorable
Adjusts the roll of the right forearm. At 100% (1.0), all of the roll transfers from the original limb to the roll bone, moving the roll bone and its parent. At 50% (0.5), the roll is equally distributed between the limb and the roll bone. At 0%, none of the roll is transferred to the rest of the limb, moving only the roll bone.
leftUpLegRollMode (lurm) bool0outputinputconnectablestorable
Activate/deactivate the roll extraction for the left upper leg. 0% roll extraction is not equal to no extraction when you are in "absolute extraction mode".
leftUpLegRoll (lur) float0.60outputinputconnectablestorable
Adjusts the roll of the left upper leg. At 100% (1.0), all of the roll transfers from the original limb to the roll bone, moving the roll bone and its parent. At 50% (0.5), the roll is equally distributed between the limb and the roll bone. At 0%, none of the roll is transferred to the rest of the limb, moving only the roll bone.
leftLegRollMode (llrm) bool0outputinputconnectablestorable
Activate/deactivate the roll extraction for the left leg. 0% roll extraction is not equal to no extraction when you are in "absolute extraction mode".
leftLegRoll (llr) float0.60outputinputconnectablestorable
Adjusts the roll of the left leg. At 100% (1.0), all of the roll transfers from the original limb to the roll bone, moving the roll bone and its parent. At 50% (0.5), the roll is equally distributed between the limb and the roll bone. At 0%, none of the roll is transferred to the rest of the limb, moving only the roll bone.
rightUpLegRollMode (rurm) bool0outputinputconnectablestorable
Activate/deactivate the roll extraction for the right upper leg. 0% extraction is not equal to no extraction when you are in "absolute extraction mode".
rightUpLegRoll (rur) float0.60outputinputconnectablestorable
Adjusts the roll of the right upper leg. At 100% (1.0), all of the roll transfers from the original limb to the roll bone, moving the roll bone and its parent. At 50% (0.5), the roll is equally distributed between the limb and the roll bone. At 0%, none of the roll is transferred to the rest of the limb, moving only the roll bone.
rightLegRollMode (rlrm) bool0outputinputconnectablestorable
Activate/deactivate the roll extraction for the right leg. 0% roll extraction is not equal to no extraction when you are in "absolute extraction mode".
rightLegRoll (rlro) float0.60outputinputconnectablestorable
Adjusts the roll of the right leg. At 100% (1.0), all of the roll transfers from the original limb to the roll bone, moving the roll bone and its parent. At 50% (0.5), the roll is equally distributed between the limb and the roll bone. At 0%, none of the roll is transferred to the rest of the limb, moving only the roll bone.