HIK2016/humanik/hikproperty.h File Reference

hikproperty.h File Reference
#include "humanik.h"

Typedefs

typedef enum HIKPropertyModeType eHIKPropertyModeType
 see enum HIKPropertyModeType More...
 
typedef enum HIKPropertyValueType eHIKPropertyValueType
 see enum HIKPropertyValueType More...
 
typedef enum HIKPropertyUnit eHIKPropertyUnit
 see enum HIKPropertyUnit More...
 

Enumerations

enum  HIKProperty {
  HIKForceActorSpaceId, HIKScaleCompensationId, HIKMassCenterCompensationId, HIKAnkleHeightCompensationId,
  HIKAnkleProximityCompensationId, HIKHipsHeightCompensationId, HIKReachActorLeftAnkleId, HIKReachActorRightAnkleId,
  HIKReachActorChestId, HIKReachActorLeftWristId, HIKReachActorRightWristId, HIKReachActorLeftKneeId,
  HIKReachActorRightKneeId, HIKReachActorHeadId, HIKReachActorLeftElbowId, HIKReachActorRightElbowId,
  HIKReachActorLeftAnkleRotationId, HIKReachActorRightAnkleRotationId, HIKReachActorHeadRotationId, HIKReachActorLeftWristRotationId,
  HIKReachActorRightWristRotationId, HIKReachActorLeftFingerBaseId, HIKReachActorRightFingerBaseId, HIKReachActorLeftToesBaseId,
  HIKReachActorRightToesBaseId, HIKReachActorLeftFingerBaseRotationId, HIKReachActorRightFingerBaseRotationId, HIKReachActorLeftToesBaseRotationId,
  HIKReachActorRightToesBaseRotationId, HIKReachActorChestRotationId, HIKReachActorLowerChestRotationId, HIKReachActorLeftHandThumbId,
  HIKReachActorLeftHandIndexId, HIKReachActorLeftHandMiddleId, HIKReachActorLeftHandRingId, HIKReachActorLeftHandPinkyId,
  HIKReachActorLeftHandExtraFingerId, HIKReachActorRightHandThumbId, HIKReachActorRightHandIndexId, HIKReachActorRightHandMiddleId,
  HIKReachActorRightHandRingId, HIKReachActorRightHandPinkyId, HIKReachActorRightHandExtraFingerId, HIKReachActorLeftFootThumbId,
  HIKReachActorLeftFootIndexId, HIKReachActorLeftFootMiddleId, HIKReachActorLeftFootRingId, HIKReachActorLeftFootPinkyId,
  HIKReachActorLeftFootExtraFingerId, HIKReachActorRightFootThumbId, HIKReachActorRightFootIndexId, HIKReachActorRightFootMiddleId,
  HIKReachActorRightFootRingId, HIKReachActorRightFootPinkyId, HIKReachActorRightFootExtraFingerId, HIKFootFloorContactId,
  HIKFootBottomToAnkleId, HIKFootBackToAnkleId, HIKFootMiddleToAnkleId, HIKFootFrontToMiddleId,
  HIKFootInToAnkleId, HIKFootOutToAnkleId, HIKHandFloorContactId, HIKHandBottomToWristId,
  HIKHandBackToWristId, HIKHandMiddleToWristId, HIKHandFrontToMiddleId, HIKHandInToWristId,
  HIKHandOutToWristId, HIKHandContactTypeId, HIKHandFingerContactId, HIKHandFingerContactModeId,
  HIKFootContactTypeId, HIKFootFingerContactId, HIKFootFingerContactModeId, HIKLeftUpLegRollId,
  HIKLeftLegRollId, HIKRightUpLegRollId, HIKRightLegRollId, HIKLeftArmRollId,
  HIKLeftForeArmRollId, HIKRightArmRollId, HIKRightForeArmRollId, HIKMirrorId,
  HIKLeftKneeKillPitchId, HIKRightKneeKillPitchId, HIKLeftElbowKillPitchId, HIKRightElbowKillPitchId,
  HIKCtrlPullLeftFootId, HIKCtrlPullRightFootId, HIKCtrlPullLeftHandId, HIKCtrlPullRightHandId,
  HIKCtrlPullHeadId, HIKCtrlPullLeftToeBaseId, HIKCtrlPullLeftKneeId, HIKCtrlPullRightToeBaseId,
  HIKCtrlPullRightKneeId, HIKCtrlPullLeftFingerBaseId, HIKCtrlPullLeftElbowId, HIKCtrlPullRightFingerBaseId,
  HIKCtrlPullRightElbowId, HIKCtrlChestPullLeftHandId, HIKCtrlChestPullRightHandId, HIKCtrlResistHipsPositionId,
  HIKCtrlEnforceGravityId, HIKCtrlResistHipsOrientationId, HIKCtrlResistChestPositionId, HIKCtrlResistChestOrientationId,
  HIKCtrlResistLeftCollarId, HIKCtrlResistRightCollarId, HIKCtrlResistLeftKneeId, HIKCtrlResistRightKneeId,
  HIKCtrlResistLeftElbowId, HIKCtrlResistRightElbowId, HIKCtrlSpineStiffnessId, HIKHipsTOffsetXId,
  HIKHipsTOffsetYId, HIKHipsTOffsetZId, HIKChestTOffsetXId, HIKChestTOffsetYId,
  HIKChestTOffsetZId, HIKFootAutomaticToesId, HIKFootFloorPivotId, HIKPostureId,
  HIKHandAutomaticFingersId, HIKHandFloorPivotId, HIKCtrlNeckStiffnessId, HIKHipsTranslationModeId,
  HIKFingerSolvingId, HIKFootContactStiffnessId, HIKCtrlResistMaximumExtensionLeftKnee, HIKCtrlResistMaximumExtensionRightKnee,
  HIKCtrlResistMaximumExtensionLeftElbow, HIKCtrlResistMaximumExtensionRightElbow, HIKCtrlResistCompressionFactorLeftKnee, HIKCtrlResistCompressionFactorRightKnee,
  HIKCtrlResistCompressionFactorLeftElbow, HIKCtrlResistCompressionFactorRightElbow, HIKHandFingerContactRollStiffness, HIKFootFingerContactRollStiffness,
  HIKHandContactStiffness, HIKRollExtractionMode, HIKPullIterationCount, HIKLeftHandThumbTip,
  HIKLeftHandIndexTip, HIKLeftHandMiddleTip, HIKLeftHandRingTip, HIKLeftHandPinkyTip,
  HIKLeftHandExtraFingerTip, HIKRightHandThumbTip, HIKRightHandIndexTip, HIKRightHandMiddleTip,
  HIKRightHandRingTip, HIKRightHandPinkyTip, HIKRightHandExtraFingerTip, HIKLeftFootThumbTip,
  HIKLeftFootIndexTip, HIKLeftFootMiddleTip, HIKLeftFootRingTip, HIKLeftFootPinkyTip,
  HIKLeftFootExtraFingerTip, HIKRightFootThumbTip, HIKRightFootIndexTip, HIKRightFootMiddleTip,
  HIKRightFootRingTip, HIKRightFootPinkyTip, HIKRightFootExtraFingerTip, HIKRealisticShoulder,
  HIKLeftLegMaxExtensionAngle, HIKRightLegMaxExtensionAngle, HIKLeftArmMaxExtensionAngle, HIKRightArmMaxExtensionAngle,
  HIKExtraCollarRatioId, HIKCollarStiffnessX, HIKCollarStiffnessY, HIKCollarStiffnessZ,
  HIKReachActorLeftShoulderId, HIKReachActorRightShoulderId, HIKFingerPropagationId, HIKRealisticLeftKneeSolvingId,
  HIKRealisticRightKneeSolvingId, HIKStretchStartArmsAndLegs, HIKStretchStopArmsAndLegs, HIKSnSScaleArmsAndLegs,
  HIKSnSReachLeftWrist, HIKSnSReachRightWrist, HIKSnSReachLeftAnkle, HIKSnSReachRightAnkle,
  HIKSnSScaleSpine, HIKSnSScaleSpineChildren, HIKSnSReachChestEnd, HIKSnSScaleNeck,
  HIKSnSReachHead, HIKLeftUpLegRollExId, HIKLeftLegRollExId, HIKRightUpLegRollExId,
  HIKRightLegRollExId, HIKLeftArmRollExId, HIKLeftForeArmRollExId, HIKRightArmRollExId,
  HIKRightForeArmRollExId, HIKTopSpineCorrectionId, HIKLowerSpineCorrectionId, HIKSnSSmoothReach,
  HIKLockXId, HIKLockYId, HIKLockZId, HIKRealisticArmSolvingId,
  HIKLastPropertyId, HIKForceActorSpaceId, HIKScaleCompensationId, HIKMassCenterCompensationId,
  HIKAnkleHeightCompensationId, HIKAnkleProximityCompensationId, HIKHipsHeightCompensationId, HIKReachActorLeftAnkleId,
  HIKReachActorRightAnkleId, HIKReachActorChestId, HIKReachActorLeftWristId, HIKReachActorRightWristId,
  HIKReachActorLeftKneeId, HIKReachActorRightKneeId, HIKReachActorHeadId, HIKReachActorLeftElbowId,
  HIKReachActorRightElbowId, HIKReachActorLeftAnkleRotationId, HIKReachActorRightAnkleRotationId, HIKReachActorHeadRotationId,
  HIKReachActorLeftWristRotationId, HIKReachActorRightWristRotationId, HIKReachActorLeftFingerBaseId, HIKReachActorRightFingerBaseId,
  HIKReachActorLeftToesBaseId, HIKReachActorRightToesBaseId, HIKReachActorLeftFingerBaseRotationId, HIKReachActorRightFingerBaseRotationId,
  HIKReachActorLeftToesBaseRotationId, HIKReachActorRightToesBaseRotationId, HIKReachActorChestRotationId, HIKReachActorLowerChestRotationId,
  HIKReachActorLeftHandThumbId, HIKReachActorLeftHandIndexId, HIKReachActorLeftHandMiddleId, HIKReachActorLeftHandRingId,
  HIKReachActorLeftHandPinkyId, HIKReachActorLeftHandExtraFingerId, HIKReachActorRightHandThumbId, HIKReachActorRightHandIndexId,
  HIKReachActorRightHandMiddleId, HIKReachActorRightHandRingId, HIKReachActorRightHandPinkyId, HIKReachActorRightHandExtraFingerId,
  HIKReachActorLeftFootThumbId, HIKReachActorLeftFootIndexId, HIKReachActorLeftFootMiddleId, HIKReachActorLeftFootRingId,
  HIKReachActorLeftFootPinkyId, HIKReachActorLeftFootExtraFingerId, HIKReachActorRightFootThumbId, HIKReachActorRightFootIndexId,
  HIKReachActorRightFootMiddleId, HIKReachActorRightFootRingId, HIKReachActorRightFootPinkyId, HIKReachActorRightFootExtraFingerId,
  HIKFootFloorContactId, HIKFootBottomToAnkleId, HIKFootBackToAnkleId, HIKFootMiddleToAnkleId,
  HIKFootFrontToMiddleId, HIKFootInToAnkleId, HIKFootOutToAnkleId, HIKHandFloorContactId,
  HIKHandBottomToWristId, HIKHandBackToWristId, HIKHandMiddleToWristId, HIKHandFrontToMiddleId,
  HIKHandInToWristId, HIKHandOutToWristId, HIKHandContactTypeId, HIKHandFingerContactId,
  HIKHandFingerContactModeId, HIKFootContactTypeId, HIKFootFingerContactId, HIKFootFingerContactModeId,
  HIKLeftUpLegRollId, HIKLeftLegRollId, HIKRightUpLegRollId, HIKRightLegRollId,
  HIKLeftArmRollId, HIKLeftForeArmRollId, HIKRightArmRollId, HIKRightForeArmRollId,
  HIKMirrorId, HIKLeftKneeKillPitchId, HIKRightKneeKillPitchId, HIKLeftElbowKillPitchId,
  HIKRightElbowKillPitchId, HIKCtrlPullLeftFootId, HIKCtrlPullRightFootId, HIKCtrlPullLeftHandId,
  HIKCtrlPullRightHandId, HIKCtrlPullHeadId, HIKCtrlPullLeftToeBaseId, HIKCtrlPullLeftKneeId,
  HIKCtrlPullRightToeBaseId, HIKCtrlPullRightKneeId, HIKCtrlPullLeftFingerBaseId, HIKCtrlPullLeftElbowId,
  HIKCtrlPullRightFingerBaseId, HIKCtrlPullRightElbowId, HIKCtrlChestPullLeftHandId, HIKCtrlChestPullRightHandId,
  HIKCtrlResistHipsPositionId, HIKCtrlEnforceGravityId, HIKCtrlResistHipsOrientationId, HIKCtrlResistChestPositionId,
  HIKCtrlResistChestOrientationId, HIKCtrlResistLeftCollarId, HIKCtrlResistRightCollarId, HIKCtrlResistLeftKneeId,
  HIKCtrlResistRightKneeId, HIKCtrlResistLeftElbowId, HIKCtrlResistRightElbowId, HIKCtrlSpineStiffnessId,
  HIKHipsTOffsetXId, HIKHipsTOffsetYId, HIKHipsTOffsetZId, HIKChestTOffsetXId,
  HIKChestTOffsetYId, HIKChestTOffsetZId, HIKFootAutomaticToesId, HIKFootFloorPivotId,
  HIKPostureId, HIKHandAutomaticFingersId, HIKHandFloorPivotId, HIKCtrlNeckStiffnessId,
  HIKHipsTranslationModeId, HIKFingerSolvingId, HIKFootContactStiffnessId, HIKCtrlResistMaximumExtensionLeftKnee,
  HIKCtrlResistMaximumExtensionRightKnee, HIKCtrlResistMaximumExtensionLeftElbow, HIKCtrlResistMaximumExtensionRightElbow, HIKCtrlResistCompressionFactorLeftKnee,
  HIKCtrlResistCompressionFactorRightKnee, HIKCtrlResistCompressionFactorLeftElbow, HIKCtrlResistCompressionFactorRightElbow, HIKHandFingerContactRollStiffness,
  HIKFootFingerContactRollStiffness, HIKHandContactStiffness, HIKRollExtractionMode, HIKPullIterationCount,
  HIKLeftHandThumbTip, HIKLeftHandIndexTip, HIKLeftHandMiddleTip, HIKLeftHandRingTip,
  HIKLeftHandPinkyTip, HIKLeftHandExtraFingerTip, HIKRightHandThumbTip, HIKRightHandIndexTip,
  HIKRightHandMiddleTip, HIKRightHandRingTip, HIKRightHandPinkyTip, HIKRightHandExtraFingerTip,
  HIKLeftFootThumbTip, HIKLeftFootIndexTip, HIKLeftFootMiddleTip, HIKLeftFootRingTip,
  HIKLeftFootPinkyTip, HIKLeftFootExtraFingerTip, HIKRightFootThumbTip, HIKRightFootIndexTip,
  HIKRightFootMiddleTip, HIKRightFootRingTip, HIKRightFootPinkyTip, HIKRightFootExtraFingerTip,
  HIKRealisticShoulder, HIKLeftLegMaxExtensionAngle, HIKRightLegMaxExtensionAngle, HIKLeftArmMaxExtensionAngle,
  HIKRightArmMaxExtensionAngle, HIKExtraCollarRatioId, HIKCollarStiffnessX, HIKCollarStiffnessY,
  HIKCollarStiffnessZ, HIKReachActorLeftShoulderId, HIKReachActorRightShoulderId, HIKFingerPropagationId,
  HIKRealisticLeftKneeSolvingId, HIKRealisticRightKneeSolvingId, HIKStretchStartArmsAndLegs, HIKStretchStopArmsAndLegs,
  HIKSnSScaleArmsAndLegs, HIKSnSReachLeftWrist, HIKSnSReachRightWrist, HIKSnSReachLeftAnkle,
  HIKSnSReachRightAnkle, HIKSnSScaleSpine, HIKSnSScaleSpineChildren, HIKSnSReachChestEnd,
  HIKSnSScaleNeck, HIKSnSReachHead, HIKLeftUpLegRollExId, HIKLeftLegRollExId,
  HIKRightUpLegRollExId, HIKRightLegRollExId, HIKLeftArmRollExId, HIKLeftForeArmRollExId,
  HIKRightArmRollExId, HIKRightForeArmRollExId, HIKTopSpineCorrectionId, HIKLowerSpineCorrectionId,
  HIKSnSSmoothReach, HIKLockXId, HIKLockYId, HIKLockZId,
  HIKRealisticArmSolvingId, HIKLeafLeftUpLegRoll1Id, HIKLeafLeftLegRoll1Id, HIKLeafRightUpLegRoll1Id,
  HIKLeafRightLegRoll1Id, HIKLeafLeftArmRoll1Id, HIKLeafLeftForeArmRoll1Id, HIKLeafRightArmRoll1Id,
  HIKLeafRightForeArmRoll1Id, HIKLeafLeftUpLegRoll2Id, HIKLeafLeftLegRoll2Id, HIKLeafRightUpLegRoll2Id,
  HIKLeafRightLegRoll2Id, HIKLeafLeftArmRoll2Id, HIKLeafLeftForeArmRoll2Id, HIKLeafRightArmRoll2Id,
  HIKLeafRightForeArmRoll2Id, HIKLeafLeftUpLegRoll3Id, HIKLeafLeftLegRoll3Id, HIKLeafRightUpLegRoll3Id,
  HIKLeafRightLegRoll3Id, HIKLeafLeftArmRoll3Id, HIKLeafLeftForeArmRoll3Id, HIKLeafRightArmRoll3Id,
  HIKLeafRightForeArmRoll3Id, HIKLeafLeftUpLegRoll4Id, HIKLeafLeftLegRoll4Id, HIKLeafRightUpLegRoll4Id,
  HIKLeafRightLegRoll4Id, HIKLeafLeftArmRoll4Id, HIKLeafLeftForeArmRoll4Id, HIKLeafRightArmRoll4Id,
  HIKLeafRightForeArmRoll4Id, HIKLeafLeftUpLegRoll5Id, HIKLeafLeftLegRoll5Id, HIKLeafRightUpLegRoll5Id,
  HIKLeafRightLegRoll5Id, HIKLeafLeftArmRoll5Id, HIKLeafLeftForeArmRoll5Id, HIKLeafRightArmRoll5Id,
  HIKLeafRightForeArmRoll5Id, HIKLeftLegFullRollExtractionId, HIKRightLegFullRollExtractionId, HIKLeftArmFullRollExtractionId,
  HIKRightArmFullRollExtractionId, HIKLastPropertyId
}
 
enum  HIKPropertyModeType {
  HIKPropertyNoMode = 0, HIKPropertyOffOn, HIKPropertyOffAutoUser, HIKPropertyAutoUser,
  HIKPropertyNoMode = 0, HIKPropertyOffOn, HIKPropertyOffAutoUser, HIKPropertyAutoUser
}
 
enum  HIKPropertyValueType { HIKPropertyScalar = 0, HIKPropertyScalar = 0 }
 
enum  HIKPropertyUnit {
  HIKPropertyNoUnit = 0, HIKPropertyPercent, HIKPropertySecond, HIKPropertyCentimeter,
  HIKPropertyDegree, HIKPropertyEnum, HIKPropertyReal, HIKPropertyNoUnit = 0,
  HIKPropertyPercent, HIKPropertySecond, HIKPropertyCentimeter, HIKPropertyDegree,
  HIKPropertyEnum, HIKPropertyReal
}
 

Functions

const char * HIKGetPropertyName (int pPropertyId)
 Retrieves a human-readable, English-language string that identifies property pPropertyId. More...
 
int HIKGetPropertyId (const char *pName)
 Retrieves the unique ID of property pName from its descriptive name. More...
 
eHIKPropertyModeType HIKGetPropertyInfoModeType (int pPropertyId)
 Retrieves the mode type for property pPropertyId. More...
 
eHIKPropertyValueType HIKGetPropertyInfoValueType (int pPropertyId)
 Retrieves the value type for property pPropertyId. More...
 
eHIKPropertyUnit HIKGetPropertyInfoUnit (int pPropertyId)
 Retrieves the unit type for property pPropertyId. More...
 
int HIKGetPropertyInfoDefaultMode (int pPropertyId)
 Retrieves the default mode for property pPropertyId. More...
 
float HIKGetPropertyInfoDefaultValue (int pPropertyId)
 Retrieves the default value for property pPropertyId. More...
 
float HIKGetPropertyInfoDefaultMin (int pPropertyId)
 Retrieves the minimum accepted value for property pPropertyId. More...
 
float HIKGetPropertyInfoDefaultMax (int pPropertyId)
 Retrieves the maximum accepted value for property pPropertyId. More...
 
const char * HIKGetPropertyModeName (int pPropertyId, int pMode)
 Retrieves a human-readable, English-language string that identifies mode pMode for property pPropertyId. More...
 
const char * HIKGetPropertyEnumName (int pPropertyId, int pValue)
 Retrieves a human-readable, English-language string that identifies the enumeration value pValue for property pPropertyId. More...
 
int HIKIsPropertyDescription (int pPropertyId)
 Indicates whether or not the property is a description. More...
 
HIKPropertySetStateHIKPropertySetStateCreate (HIKMalloc pMalloc)
 Create a new HIKPropertySetState. More...
 
HIKPropertySetStateHIKPropertySetStateCreateInPlace (void *pBuffer)
 Create a new HIKPropertySetState in the buffer pBuffer. More...
 
void HIKPropertySetStateDestroy (HIKPropertySetState *pPropertySetState, HIKFree pFree)
 Destroy HIKPropertySetState pPropertySetState. More...
 
size_t HIKPropertySetStateSize ()
 Retrieves the size of an HIKPropertySetState object in bytes. More...
 
int HIKGetPropertyMode (HIKPropertySetState *pState, int pPropertyId)
 Retrieves the current mode set for property pPropertyId in HIKPropertySetState pState. More...
 
float HIKGetPropertyValue (HIKPropertySetState *pState, int pPropertyId)
 Retrieves the current value set for property pPropertyId in HIKPropertySetState pState. More...
 
void HIKSetPropertyMode (HIKPropertySetState *pState, int pPropertyId, int pMode)
 Sets the current mode for property pPropertyId in HIKPropertySetState pState. More...
 
void HIKSetPropertyValue (HIKPropertySetState *pState, int pPropertyId, float pValue)
 Sets the current value for property pPropertyId in HIKPropertySetState pState. More...
 
void HIKPropertySetStateCopy (HIKPropertySetState *pStateOut, HIKPropertySetState *pStateIn)
 Copies all values and mode settings from HIKPropertySetState pStateIn to HIKPropertySetState pStateOut. More...
 
int HIKIsPropertyActive (HIKPropertySetState *pState, int pPropertyId)
 Indicates whether or not property pPropertyId in HIKPropertySetState pState is active–i.e. More...
 
int HIKIsPropertyAuto (HIKPropertySetState *pState, int pPropertyId)
 Indicates whether or not the current mode of property pPropertyId in HIKPropertySetState pState is "auto". More...
 

Typedef Documentation

see enum HIKPropertyModeType

Definition at line 607 of file hikproperty.h.

see enum HIKPropertyUnit

Definition at line 611 of file hikproperty.h.

see enum HIKPropertyValueType

Definition at line 609 of file hikproperty.h.

Enumeration Type Documentation

Enumerator
HIKForceActorSpaceId 

This property constrains the positions in space of the target character's limbs to those of the selected source, even when the source and target have different dimensions.

For example, when retargeting a walking animation from a smaller character to a larger character, the larger character will take steps the same size as the smaller character, without adjusting those steps to its own larger size.

Remarks
Used by HIKSolveForCharacter only
HIKScaleCompensationId 

Compensates for the difference in action space between source and target characters.

It moves the target character's feet and legs with the movement of the source's feet, but makes adjustments to the feet and leg movements based on differences in scale. When the HIKForceActorSpaceId property is active, Scale Compensation is constrained to 100%.

Remarks
Used by HIKSolveForCharacter only
HIKMassCenterCompensationId 

Smooths leg movements by preventing a Character's hips from pulling down too quickly when the legs are moving.

This also prevents heavy footfalls.

Remarks
Used by HIKSolveForCharacter only
HIKAnkleHeightCompensationId 

If your source and target character have their ankles at different heights above the floor, use this property to specify the difference between their ankle heights.

Remarks
Used by HIKSolveForCharacter only
HIKAnkleProximityCompensationId 

Adjusts the spacing between the left and right ankles of the target character relative to the source character.

Remarks
Used by HIKSolveForCharacter only
HIKHipsHeightCompensationId 

Adjusts the height of the target character's hips.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftAnkleId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightAnkleId 
HIKReachActorChestId 
HIKReachActorLeftWristId 
HIKReachActorRightWristId 
HIKReachActorLeftKneeId 
HIKReachActorRightKneeId 
HIKReachActorHeadId 
HIKReachActorLeftElbowId 
HIKReachActorRightElbowId 
HIKReachActorLeftAnkleRotationId 
HIKReachActorRightAnkleRotationId 
HIKReachActorHeadRotationId 
HIKReachActorLeftWristRotationId 
HIKReachActorRightWristRotationId 
HIKReachActorLeftFingerBaseId 
HIKReachActorRightFingerBaseId 
HIKReachActorLeftToesBaseId 
HIKReachActorRightToesBaseId 
HIKReachActorLeftFingerBaseRotationId 
HIKReachActorRightFingerBaseRotationId 
HIKReachActorLeftToesBaseRotationId 
HIKReachActorRightToesBaseRotationId 
HIKReachActorChestRotationId 
HIKReachActorLowerChestRotationId 
HIKReachActorLeftHandThumbId 
HIKReachActorLeftHandIndexId 
HIKReachActorLeftHandMiddleId 
HIKReachActorLeftHandRingId 
HIKReachActorLeftHandPinkyId 
HIKReachActorLeftHandExtraFingerId 
HIKReachActorRightHandThumbId 
HIKReachActorRightHandIndexId 
HIKReachActorRightHandMiddleId 
HIKReachActorRightHandRingId 
HIKReachActorRightHandPinkyId 
HIKReachActorRightHandExtraFingerId 
HIKReachActorLeftFootThumbId 
HIKReachActorLeftFootIndexId 
HIKReachActorLeftFootMiddleId 
HIKReachActorLeftFootRingId 
HIKReachActorLeftFootPinkyId 
HIKReachActorLeftFootExtraFingerId 
HIKReachActorRightFootThumbId 
HIKReachActorRightFootIndexId 
HIKReachActorRightFootMiddleId 
HIKReachActorRightFootRingId 
HIKReachActorRightFootPinkyId 
HIKReachActorRightFootExtraFingerId 
HIKFootFloorContactId 

Activates the floor contact engine for the character's feet.

HIKFootBottomToAnkleId 

Defines the distance from the ankle to the bottom of the model's foot.

HIKFootBackToAnkleId 

Defines the distance from the ankle to the back of the model's foot.

HIKFootMiddleToAnkleId 

Defines the distance from the ankle to the middle of the model's foot (its ball, or toe base).

HIKFootFrontToMiddleId 

Defines the distance from the ankle to the front end of the model's toes.

HIKFootInToAnkleId 

Defines the distance from the ankle to the inside edge of the model's foot (the instep).

HIKFootOutToAnkleId 

Defines the distance from the ankle to the outside edge of the model's foot.

HIKHandFloorContactId 

Activates the floor contact engine for the character's hands.

HIKHandBottomToWristId 

Defines the distance from the wrist to the bottom of the model's hand.

HIKHandBackToWristId 

Defines the distance from the wrist to the back of the model's hand.

HIKHandMiddleToWristId 

Defines the distance from the wrist to the middle of the model's hand (its knuckles, or finger base).

HIKHandFrontToMiddleId 

Defines the distance from the wrist to the front end of the model's fingers.

HIKHandInToWristId 

Defines the distance from the wrist to the inside edge of the model's hand (the side of the thumb).

HIKHandOutToWristId 

Defines the distance from the wrist to the outside edge of the model's hand (the side with the pinky).

HIKHandContactTypeId 

Sets the contact type for the character's hands, which defines the number and orientation of the markers used to define the outline of the character's hands.

The value may be any of the following:

  • 0 (Normal): Six markers define each hand's floor contact. The middle markers should define where the fingers begin.
  • 1 (Wrist): Four markers define each hand's floor contact.
  • 2 (FingerBase): Four markers define each hand's floor contact.
  • 3 (Hoof): Four markers define each hand's floor contact, but the points are oriented at a 90 degree angle, letting you define the floor contact for animal types with hooves, such as horses. These contact markers allow for 180 degrees of movement.
HIKHandFingerContactId 

Activates the floor contact engine for your character's fingers.

HIKHandFingerContactModeId 

Determines the behavior of the fingers when they make contact with the floor.

The value may be any of the following:

  • 0 (Sticky): Each finger sticks to the floor exactly where contact is made.
  • 1 (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.
  • 2 (Sticky and Spread): Averages the finger behaviour between both Sticky and Spread.
HIKFootContactTypeId 

Sets the contact type for the character's feet, which defines the number and orientation of the markers used to define the outline of the character's feet.

The value may be any of the following:

  • 0 (Normal): Six markers define each foot's floor contact. The middle markers should define where the toes begin.
  • 1 (Ankle): Four points define each foot's floor contact.
  • 2 (ToeBase): Four points define each foot's floor contact.
  • 3 (Hoof): Four points define each foot's floor contact, but the points are oriented at a 90 degree angle, letting you define the floor contact for animal types with hooves, such as horses. These contact markers allow for 180 degrees of movement.
HIKFootFingerContactId 

Activates the floor contact engine for your character's toes.

HIKFootFingerContactModeId 

Lets you choose the behavior of the toes when they make contact with the floor.

The value may be any of the following:

  • 0 (Sticky): Each toe sticks to the floor exactly where contact is made.
  • 1 (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.
  • 2 (Sticky and Spread): Averages the toe behaviour between both Sticky and Spread.
HIKLeftUpLegRollId 

The Roll properties adjust the way roll rotations on the shoulders, elbows, hips and knees are shifted to their child Nodes in the skeletal hierarchy.

For example, if a roll rotation is applied to the LeftShoulderNodeId, the HIKLeftArmRollId property determines how much of that rotation is extracted and applied to the next Node in the hierarchy: i.e. the optional LeftShoulderRollNodeId if characterized, or to the LeftElbowNodeId otherwise. For more information, see ~{ Using Roll Extraction }~.

  • At 100%, all of the roll transfers from the original Node to its child.
  • At 50%, the roll is equally distributed between the original Node and its child.
  • At 0%, none of the roll is transferred to the child, moving only the original Node.
HIKLeftLegRollId 
HIKRightUpLegRollId 
HIKRightLegRollId 
HIKLeftArmRollId 
HIKLeftForeArmRollId 
HIKRightArmRollId 
HIKRightForeArmRollId 
HIKMirrorId 

Mirrors a Character's pose along the X-axis.

Remarks
Used by HIKSolveForCharacter only
HIKLeftKneeKillPitchId 

The Kill Pitch properties remove the pitch axis on the left and right knees and elbows.

HIKRightKneeKillPitchId 
HIKLeftElbowKillPitchId 
HIKRightElbowKillPitchId 
HIKCtrlPullLeftFootId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting.

The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlPullRightFootId 
HIKCtrlPullLeftHandId 
HIKCtrlPullRightHandId 
HIKCtrlPullHeadId 
HIKCtrlPullLeftToeBaseId 
HIKCtrlPullLeftKneeId 
HIKCtrlPullRightToeBaseId 
HIKCtrlPullRightKneeId 
HIKCtrlPullLeftFingerBaseId 
HIKCtrlPullLeftElbowId 
HIKCtrlPullRightFingerBaseId 
HIKCtrlPullRightElbowId 
HIKCtrlChestPullLeftHandId 
HIKCtrlChestPullRightHandId 
HIKCtrlResistHipsPositionId 
HIKCtrlEnforceGravityId 
HIKCtrlResistHipsOrientationId 

Resist is the rotation equivalent of Pull.

Perhaps a more accurate way to describe "resist" is the degree to which the solver tries to preserve the initial, FK angle of a joint during a retargeting. For example, if the initial pose of a character has a bent elbow, a resist value of 0 will allow the arm to stretch during the retargeting, while a resist value of 1 will make the elbow remain bent.

Remarks
Used by HIKSolveForCharacter only
HIKCtrlResistChestPositionId 
HIKCtrlResistChestOrientationId 
HIKCtrlResistLeftCollarId 
HIKCtrlResistRightCollarId 
HIKCtrlResistLeftKneeId 
HIKCtrlResistRightKneeId 
HIKCtrlResistLeftElbowId 
HIKCtrlResistRightElbowId 
HIKCtrlSpineStiffnessId 

Defines how motion is distributed over the character's spine bones.

This value must be between 0.0 and 1.0, where:

  • a value of 0.0 causes motion to be equally distributed over all spine bones.
  • a value of 1.0 causes only the base spine bone to move.
HIKHipsTOffsetXId 

The Hips and Chest Offset properties offset the translation of the character's hips and chest along each axis by the specified value.

HIKHipsTOffsetYId 
HIKHipsTOffsetZId 
HIKChestTOffsetXId 
HIKChestTOffsetYId 
HIKChestTOffsetZId 
HIKFootAutomaticToesId 

Specific to MotionBuilder.

HIKFootFloorPivotId 

Defines a stable point when applying floor contact.

May be any of the following values:

  • 0 (Auto): Averages the Ankle and Toes modes described below.
  • 1 (Ankle): When the toes make contact with the floor, they are translated forward to keep the ankle's trajectory towards the floor constant.
  • 2 (Toes): When the toes make contact with the floor, the ankle is translated backwards to keep the toes firmly planted on the floor.
HIKPostureId 

Specific to MotionBuilder.

HIKHandAutomaticFingersId 

Specific to MotionBuilder.

HIKHandFloorPivotId 

Defines a stable point when applying floor contact. Auto, Ankle or Toes.

HIKCtrlNeckStiffnessId 

Defines how motion is distributed over the character's neck bones.

This value must be between 0.0 and 1.0, where:

  • a value of 0.0 causes motion to be equally distributed over all neck bones.
  • a value of 1.0 causes only the base neck bone to move.
HIKHipsTranslationModeId 

Specifies the behavior of the HipsTranslationId Node.

May be any of the following values:

  • 0 (WorldRigid): Causes hip rotations to be applied only to the character's hip Nodes, and not to the HipsTranslationId Node.
  • 1 (BodyRigid): Causes sip rotations to be applied both to the character's hip Nodes and to its HipsTranslationId Node, if any.
  • 2 (Trajectory): Causes any data stored in the HipsTranslationId Node of a source character to be retargeted to the HipsTranslationId Node of a target character. See ~{ Retargeting Animation Trajectories }~.
HIKFingerSolvingId 

Specific to MotionBuilder.

HIKFootContactStiffnessId 

Defines how the angle of the ankle joint reacts to a floor contact.

  • At 100%, the floor contact engine cannot change the ankle rotation. This maintains the foot configuration.
  • At 0%, the ankle may be rotated freely in order to minimize floor penetration. In both cases, final corrections will be performed by translating the ankle.
HIKCtrlResistMaximumExtensionLeftKnee 

The Resist Maximum Extension properties dampen the extension of the legs and arms as they reach their maximum extensions, to prevent limb snapping.

The higher the value, the more gradually the limb extends. The default value of 0.5 corrects most limb snapping.

HIKCtrlResistMaximumExtensionRightKnee 
HIKCtrlResistMaximumExtensionLeftElbow 
HIKCtrlResistMaximumExtensionRightElbow 
HIKCtrlResistCompressionFactorLeftKnee 

The Resist Compression Factor properties dampen the compression of extended legs and arms as they contract or close.

At 1.0 (full effect), the extended leg or arm doesn't bend inward. Instead, it pushes the character's chest, moving the character.

HIKCtrlResistCompressionFactorRightKnee 
HIKCtrlResistCompressionFactorLeftElbow 
HIKCtrlResistCompressionFactorRightElbow 
HIKHandFingerContactRollStiffness 

Sets the roll stiffness of the fingers.

The higher the value of this property, the less likely the character's fingers are to roll when they hit the floor, preserving the configuration of the fingers relative to each other.

HIKFootFingerContactRollStiffness 

Sets the roll stiffness of the fingers.

The higher the value of this property, the less likely the character's fingers are to roll when they hit the floor, preserving the configuration of the fingers relative to each other.

HIKHandContactStiffness 

Defines how the angle of the wrist joint reacts to a floor contact.

  • At 100%, the floor contact engine cannot change the wrist rotation. This maintains the wrist configuration.
  • At 0%, the wrist may be rotated freely in order to minimize floor penetration. In both cases, final corrections will be performed by translating the wrist.
HIKRollExtractionMode 

Defines how roll extraction is performed:

  • 0 (Relative)
  • 1 (Absolute)
HIKPullIterationCount 

Sets the number of times pull is calculated.

The greater the number of iterations, the more accurate the results of the pull engine. However, a higher number of iterations may decrease system performance. By default, the value of this property is set to 10.

HIKLeftHandThumbTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKLeftHandIndexTip 
HIKLeftHandMiddleTip 
HIKLeftHandRingTip 
HIKLeftHandPinkyTip 
HIKLeftHandExtraFingerTip 
HIKRightHandThumbTip 
HIKRightHandIndexTip 
HIKRightHandMiddleTip 
HIKRightHandRingTip 
HIKRightHandPinkyTip 
HIKRightHandExtraFingerTip 
HIKLeftFootThumbTip 
HIKLeftFootIndexTip 
HIKLeftFootMiddleTip 
HIKLeftFootRingTip 
HIKLeftFootPinkyTip 
HIKLeftFootExtraFingerTip 
HIKRightFootThumbTip 
HIKRightFootIndexTip 
HIKRightFootMiddleTip 
HIKRightFootRingTip 
HIKRightFootPinkyTip 
HIKRightFootExtraFingerTip 
HIKRealisticShoulder 

When human shoulders rotate, they move upwards.

This property emulates this behaviour by shifting rotation from the shoulder Node to the collar Node when the arms are raised.

HIKLeftLegMaxExtensionAngle 

Sets the maximum angle of extension for the Node.

HIKRightLegMaxExtensionAngle 
HIKLeftArmMaxExtensionAngle 
HIKRightArmMaxExtensionAngle 
HIKExtraCollarRatioId 

Defines how shoulder rotation is distributed over the collar Nodes.

This value must be between 0.0 and 1.0, where:

  • 0.0: Rotation is applied totally to the base collar bone.
  • 1.0: Rotation is applied totally to the extra collar bone.
HIKCollarStiffnessX 

Sets the flexibility of the collar bones when rotating around the X, Y and Z axes. Higher values cause the collar to be stiffer and less likely to rotate around the axis; lower values cause the collar to be more flexible and more likely to rotate around the axis.

HIKCollarStiffnessY 
HIKCollarStiffnessZ 
HIKReachActorLeftShoulderId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightShoulderId 
HIKFingerPropagationId 

When retargeting an animation to a target character that has more fingers or finger joints than the source character, this property causes the source character's finger movements to be applied to the target character's extra fingers and finger joints.

Remarks
Used by HIKSolveForCharacter only
HIKRealisticLeftKneeSolvingId 

When a roll rotation is applied to the character's ankle, this parameter determines the percentage of that rotation that will be extracted from the ankle and applied instead to the character's hips.

This allows you to keep the character's knee and upper leg more in line with the orientation of its foot, which produces a more realistic effect in most cases.

  • At 0%, the hips are not rotated at all. All rotation is applied to the ankle.
  • At 100%, all rotation is applied to the hips instead of the ankle.
HIKRealisticRightKneeSolvingId 
HIKStretchStartArmsAndLegs 

Sets the percentage of the arm or leg length at which those limbs can begin to stretch.

For more information, see ~{ Using Squash 'n' Stretch }~.

HIKStretchStopArmsAndLegs 

Sets the percentage of the arm or leg length at which those limbs stop stretching freely.

To avoid popping, this parameter is a soft limit: above this percentage, the limb continues to stretch at a rate that decreases exponentially. For more information, see ~{ Using Squash 'n' Stretch }~.

HIKSnSScaleArmsAndLegs 

Determines the amount of scaling to apply to the Nodes in the arms and legs when those limbs are squashed or stretched.

For more information, see ~{ Using Squash 'n' Stretch }~.

HIKSnSReachLeftWrist 

Sets the stretch reach for this Node, which determines how freely the limb may stretch to reach a distant goal.

In order for Squash 'n' Stretch to affect a character's arm or leg, this parameter must be greater than 0, and the Reach Translation of the wrist or hand (or ankle or foot) must also be greater than 0. For more information, see ~{ Using Squash 'n' Stretch }~.

HIKSnSReachRightWrist 
HIKSnSReachLeftAnkle 
HIKSnSReachRightAnkle 
HIKSnSScaleSpine 

Determines the amount of scaling to apply to the Nodes in the spine when the spine is squashed or stretched.

For more information, see ~{ Using Squash 'n' Stretch }~.

HIKSnSScaleSpineChildren 

Determines whether or not the neck and collar Nodes (or shoulder Nodes if no collar Nodes are characterized) are squashed or stretched in proportion to the compression and expansion of the spine.

For more information, see ~{ Using Squash 'n' Stretch }~.

HIKSnSReachChestEnd 

Sets the stretch reach for this Node, which determines how freely the spine may stretch to reach a distant goal.

In order for Squash 'n' Stretch to affect a character's spine, the Reach Translation of the ChestEndEffectorId must be greater than 0. For more information, see ~{ Using Squash 'n' Stretch }~.

HIKSnSScaleNeck 

Determines the amount of scaling to apply to the Nodes in the neck when the neck is squashed or stretched.

For more information, see ~{ Using Squash 'n' Stretch }~.

HIKSnSReachHead 

Sets the stretch reach for this Node, which determines how freely the neck may stretch to reach a distant goal.

In order for Squash 'n' Stretch to affect a character's neck, the Reach Translation of the HeadEffectorId must be greater than 0. For more information, see ~{ Using Squash 'n' Stretch }~.

HIKLeftUpLegRollExId 

The RollEx properties adjust the way roll rotations on the optional roll Nodes are shifted to their child Nodes in the skeletal hierarchy.

For example, if a roll rotation is applied to the LeftShoulderRollNodeId, the HIKLeftArmRollExId property determines how much of that roll is extracted and applied instead to the LeftElbowNodeId. For more information, see ~{ Using Roll Extraction }~.

  • At 100%, all of the roll transfers from the roll Node to the next Node in the hierarchy. The roll Node will therefore remain at the same rotation as its parent.
  • At 50%, the roll is equally distributed between the roll Node and the next Node in the hierarchy.
  • At 0%, none of the roll is transferred to the next Node in the hierarchy. The roll Node will therefore be at the same rotation as its child.
HIKLeftLegRollExId 
HIKRightUpLegRollExId 
HIKRightLegRollExId 
HIKLeftArmRollExId 
HIKLeftForeArmRollExId 
HIKRightArmRollExId 
HIKRightForeArmRollExId 
HIKTopSpineCorrectionId 

This property is used only when a source animation used for a retargeting bends forward at the waist while tilting its head back.

Tuning this property can help to prevent the retargeted character from displaying a sharp bend in its neck, or a straight neck-to-chin curve.

  • At 100%, a maximum of the neck rotation is spread back to the spine, creating a smoother bend in the neck.
  • At 50% (the default value), this property has no effect.
  • At 0%, the neck is bent even more sharply than the default.
HIKLowerSpineCorrectionId 
HIKSnSSmoothReach 

This property is used in cunjunction of SnS Neck & Spine Reach value.

It indicate whether to smooth the reach or not

HIKLockXId 

This property allows to lock the character's hips on it's TStance default position.

HIKLockYId 
HIKLockZId 
HIKRealisticArmSolvingId 

This property allows to switch on/off realistic arm solving.

HIKLastPropertyId 

Marks the end of the enumeration.

HIKForceActorSpaceId 

This property constrains the positions in space of the target character's limbs to those of the selected source, even when the source and target have different dimensions.

For example, when retargeting a walking animation from a smaller character to a larger character, the larger character will take steps the same size as the smaller character, without adjusting those steps to its own larger size.

Remarks
Used by HIKSolveForCharacter only
HIKScaleCompensationId 

Compensates for the difference in action space between source and target characters.

It moves the target character's feet and legs with the movement of the source's feet, but makes adjustments to the feet and leg movements based on differences in scale. When the HIKForceActorSpaceId property is active, Scale Compensation is constrained to 100%.

Remarks
Used by HIKSolveForCharacter only
HIKMassCenterCompensationId 

Smooths leg movements by preventing a Character's hips from pulling down too quickly when the legs are moving.

This also prevents heavy footfalls.

Remarks
Used by HIKSolveForCharacter only
HIKAnkleHeightCompensationId 

If your source and target character have their ankles at different heights above the floor, use this property to specify the difference between their ankle heights.

Remarks
Used by HIKSolveForCharacter only
HIKAnkleProximityCompensationId 

Adjusts the spacing between the left and right ankles of the target character relative to the source character.

Remarks
Used by HIKSolveForCharacter only
HIKHipsHeightCompensationId 

Adjusts the height of the target character's hips.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftAnkleId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightAnkleId 
HIKReachActorChestId 
HIKReachActorLeftWristId 
HIKReachActorRightWristId 
HIKReachActorLeftKneeId 
HIKReachActorRightKneeId 
HIKReachActorHeadId 
HIKReachActorLeftElbowId 
HIKReachActorRightElbowId 
HIKReachActorLeftAnkleRotationId 
HIKReachActorRightAnkleRotationId 
HIKReachActorHeadRotationId 
HIKReachActorLeftWristRotationId 
HIKReachActorRightWristRotationId 
HIKReachActorLeftFingerBaseId 
HIKReachActorRightFingerBaseId 
HIKReachActorLeftToesBaseId 
HIKReachActorRightToesBaseId 
HIKReachActorLeftFingerBaseRotationId 
HIKReachActorRightFingerBaseRotationId 
HIKReachActorLeftToesBaseRotationId 
HIKReachActorRightToesBaseRotationId 
HIKReachActorChestRotationId 
HIKReachActorLowerChestRotationId 
HIKReachActorLeftHandThumbId 
HIKReachActorLeftHandIndexId 
HIKReachActorLeftHandMiddleId 
HIKReachActorLeftHandRingId 
HIKReachActorLeftHandPinkyId 
HIKReachActorLeftHandExtraFingerId 
HIKReachActorRightHandThumbId 
HIKReachActorRightHandIndexId 
HIKReachActorRightHandMiddleId 
HIKReachActorRightHandRingId 
HIKReachActorRightHandPinkyId 
HIKReachActorRightHandExtraFingerId 
HIKReachActorLeftFootThumbId 
HIKReachActorLeftFootIndexId 
HIKReachActorLeftFootMiddleId 
HIKReachActorLeftFootRingId 
HIKReachActorLeftFootPinkyId 
HIKReachActorLeftFootExtraFingerId 
HIKReachActorRightFootThumbId 
HIKReachActorRightFootIndexId 
HIKReachActorRightFootMiddleId 
HIKReachActorRightFootRingId 
HIKReachActorRightFootPinkyId 
HIKReachActorRightFootExtraFingerId 
HIKFootFloorContactId 

Activates the floor contact engine for the character's feet.

HIKFootBottomToAnkleId 

Defines the distance from the ankle to the bottom of the model's foot.

HIKFootBackToAnkleId 

Defines the distance from the ankle to the back of the model's foot.

HIKFootMiddleToAnkleId 

Defines the distance from the ankle to the middle of the model's foot (its ball, or toe base).

HIKFootFrontToMiddleId 

Defines the distance from the ankle to the front end of the model's toes.

HIKFootInToAnkleId 

Defines the distance from the ankle to the inside edge of the model's foot (the instep).

HIKFootOutToAnkleId 

Defines the distance from the ankle to the outside edge of the model's foot.

HIKHandFloorContactId 

Activates the floor contact engine for the character's hands.

HIKHandBottomToWristId 

Defines the distance from the wrist to the bottom of the model's hand.

HIKHandBackToWristId 

Defines the distance from the wrist to the back of the model's hand.

HIKHandMiddleToWristId 

Defines the distance from the wrist to the middle of the model's hand (its knuckles, or finger base).

HIKHandFrontToMiddleId 

Defines the distance from the wrist to the front end of the model's fingers.

HIKHandInToWristId 

Defines the distance from the wrist to the inside edge of the model's hand (the side of the thumb).

HIKHandOutToWristId 

Defines the distance from the wrist to the outside edge of the model's hand (the side with the pinky).

HIKHandContactTypeId 

Sets the contact type for the character's hands, which defines the number and orientation of the markers used to define the outline of the character's hands.

The value may be any of the following:

  • 0 (Normal): Six markers define each hand's floor contact. The middle markers should define where the fingers begin.
  • 1 (Wrist): Four markers define each hand's floor contact.
  • 2 (FingerBase): Four markers define each hand's floor contact.
  • 3 (Hoof): Four markers define each hand's floor contact, but the points are oriented at a 90 degree angle, letting you define the floor contact for animal types with hooves, such as horses. These contact markers allow for 180 degrees of movement.
HIKHandFingerContactId 

Activates the floor contact engine for your character's fingers.

HIKHandFingerContactModeId 

Determines the behavior of the fingers when they make contact with the floor.

The value may be any of the following:

  • 0 (Sticky): Each finger sticks to the floor exactly where contact is made.
  • 1 (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.
  • 2 (Sticky and Spread): Averages the finger behaviour between both Sticky and Spread.
HIKFootContactTypeId 

Sets the contact type for the character's feet, which defines the number and orientation of the markers used to define the outline of the character's feet.

The value may be any of the following:

  • 0 (Normal): Six markers define each foot's floor contact. The middle markers should define where the toes begin.
  • 1 (Ankle): Four points define each foot's floor contact.
  • 2 (ToeBase): Four points define each foot's floor contact.
  • 3 (Hoof): Four points define each foot's floor contact, but the points are oriented at a 90 degree angle, letting you define the floor contact for animal types with hooves, such as horses. These contact markers allow for 180 degrees of movement.
HIKFootFingerContactId 

Activates the floor contact engine for your character's toes.

HIKFootFingerContactModeId 

Lets you choose the behavior of the toes when they make contact with the floor.

The value may be any of the following:

  • 0 (Sticky): Each toe sticks to the floor exactly where contact is made.
  • 1 (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.
  • 2 (Sticky and Spread): Averages the toe behaviour between both Sticky and Spread.
HIKLeftUpLegRollId 

The Roll properties adjust the way roll rotations on the shoulders, elbows, hips and knees are shifted to their child Nodes in the skeletal hierarchy.

For example, if a roll rotation is applied to the LeftShoulderNodeId, the HIKLeftArmRollId property determines how much of that rotation is extracted and applied to the next Node in the hierarchy: i.e. the optional LeftShoulderRollNodeId if characterized, or to the LeftElbowNodeId otherwise. For more information, see ~{ Using Roll Extraction }~.

  • At 100%, all of the roll transfers from the original Node to its child.
  • At 50%, the roll is equally distributed between the original Node and its child.
  • At 0%, none of the roll is transferred to the child, moving only the original Node.
HIKLeftLegRollId 
HIKRightUpLegRollId 
HIKRightLegRollId 
HIKLeftArmRollId 
HIKLeftForeArmRollId 
HIKRightArmRollId 
HIKRightForeArmRollId 
HIKMirrorId 

Mirrors a Character's pose along the X-axis.

Remarks
Used by HIKSolveForCharacter only
HIKLeftKneeKillPitchId 

The Kill Pitch properties remove the pitch axis on the left and right knees and elbows.

HIKRightKneeKillPitchId 
HIKLeftElbowKillPitchId 
HIKRightElbowKillPitchId 
HIKCtrlPullLeftFootId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting.

The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlPullRightFootId 
HIKCtrlPullLeftHandId 
HIKCtrlPullRightHandId 
HIKCtrlPullHeadId 
HIKCtrlPullLeftToeBaseId 
HIKCtrlPullLeftKneeId 
HIKCtrlPullRightToeBaseId 
HIKCtrlPullRightKneeId 
HIKCtrlPullLeftFingerBaseId 
HIKCtrlPullLeftElbowId 
HIKCtrlPullRightFingerBaseId 
HIKCtrlPullRightElbowId 
HIKCtrlChestPullLeftHandId 
HIKCtrlChestPullRightHandId 
HIKCtrlResistHipsPositionId 
HIKCtrlEnforceGravityId 
HIKCtrlResistHipsOrientationId 

Resist is the rotation equivalent of Pull.

Perhaps a more accurate way to describe "resist" is the degree to which the solver tries to preserve the initial, FK angle of a joint during a retargeting. For example, if the initial pose of a character has a bent elbow, a resist value of 0 will allow the arm to stretch during the retargeting, while a resist value of 1 will make the elbow remain bent.

Remarks
Used by HIKSolveForCharacter only
HIKCtrlResistChestPositionId 
HIKCtrlResistChestOrientationId 
HIKCtrlResistLeftCollarId 
HIKCtrlResistRightCollarId 
HIKCtrlResistLeftKneeId 
HIKCtrlResistRightKneeId 
HIKCtrlResistLeftElbowId 
HIKCtrlResistRightElbowId 
HIKCtrlSpineStiffnessId 

Defines how motion is distributed over the character's spine bones.

This value must be between 0.0 and 1.0, where:

  • a value of 0.0 causes motion to be equally distributed over all spine bones.
  • a value of 1.0 causes only the base spine bone to move.
HIKHipsTOffsetXId 

The Hips and Chest Offset properties offset the translation of the character's hips and chest along each axis by the specified value.

HIKHipsTOffsetYId 
HIKHipsTOffsetZId 
HIKChestTOffsetXId 
HIKChestTOffsetYId 
HIKChestTOffsetZId 
HIKFootAutomaticToesId 

Specific to MotionBuilder.

HIKFootFloorPivotId 

Defines a stable point when applying floor contact.

May be any of the following values:

  • 0 (Auto): Averages the Ankle and Toes modes described below.
  • 1 (Ankle): When the toes make contact with the floor, they are translated forward to keep the ankle's trajectory towards the floor constant.
  • 2 (Toes): When the toes make contact with the floor, the ankle is translated backwards to keep the toes firmly planted on the floor.
HIKPostureId 

Specific to MotionBuilder.

HIKHandAutomaticFingersId 

Specific to MotionBuilder.

HIKHandFloorPivotId 

Defines a stable point when applying floor contact. Auto, Ankle or Toes.

HIKCtrlNeckStiffnessId 

Defines how motion is distributed over the character's neck bones.

This value must be between 0.0 and 1.0, where:

  • a value of 0.0 causes motion to be equally distributed over all neck bones.
  • a value of 1.0 causes only the base neck bone to move.
HIKHipsTranslationModeId 

Specifies the behavior of the HipsTranslationId Node.

May be any of the following values:

  • 0 (WorldRigid): Causes hip rotations to be applied only to the character's hip Nodes, and not to the HipsTranslationId Node.
  • 1 (BodyRigid): Causes sip rotations to be applied both to the character's hip Nodes and to its HipsTranslationId Node, if any.
  • 2 (Trajectory): Causes any data stored in the HipsTranslationId Node of a source character to be retargeted to the HipsTranslationId Node of a target character. See ~{ Retargeting Animation Trajectories }~.
HIKFingerSolvingId 

Specific to MotionBuilder.

HIKFootContactStiffnessId 

Defines how the angle of the ankle joint reacts to a floor contact.

  • At 100%, the floor contact engine cannot change the ankle rotation. This maintains the foot configuration.
  • At 0%, the ankle may be rotated freely in order to minimize floor penetration. In both cases, final corrections will be performed by translating the ankle.
HIKCtrlResistMaximumExtensionLeftKnee 

The Resist Maximum Extension properties dampen the extension of the legs and arms as they reach their maximum extensions, to prevent limb snapping.

The higher the value, the more gradually the limb extends. The default value of 0.5 corrects most limb snapping.

HIKCtrlResistMaximumExtensionRightKnee 
HIKCtrlResistMaximumExtensionLeftElbow 
HIKCtrlResistMaximumExtensionRightElbow 
HIKCtrlResistCompressionFactorLeftKnee 

The Resist Compression Factor properties dampen the compression of extended legs and arms as they contract or close.

At 1.0 (full effect), the extended leg or arm doesn't bend inward. Instead, it pushes the character's chest, moving the character.

HIKCtrlResistCompressionFactorRightKnee 
HIKCtrlResistCompressionFactorLeftElbow 
HIKCtrlResistCompressionFactorRightElbow 
HIKHandFingerContactRollStiffness 

Sets the roll stiffness of the fingers.

The higher the value of this property, the less likely the character's fingers are to roll when they hit the floor, preserving the configuration of the fingers relative to each other.

HIKFootFingerContactRollStiffness 

Sets the roll stiffness of the fingers.

The higher the value of this property, the less likely the character's fingers are to roll when they hit the floor, preserving the configuration of the fingers relative to each other.

HIKHandContactStiffness 

Defines how the angle of the wrist joint reacts to a floor contact.

  • At 100%, the floor contact engine cannot change the wrist rotation. This maintains the wrist configuration.
  • At 0%, the wrist may be rotated freely in order to minimize floor penetration. In both cases, final corrections will be performed by translating the wrist.
HIKRollExtractionMode 

Defines how roll extraction is performed:

  • 0 (Relative)
  • 1 (Absolute)
HIKPullIterationCount 

Sets the number of times pull is calculated.

The greater the number of iterations, the more accurate the results of the pull engine. However, a higher number of iterations may decrease system performance. By default, the value of this property is set to 10.

HIKLeftHandThumbTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKLeftHandIndexTip 
HIKLeftHandMiddleTip 
HIKLeftHandRingTip 
HIKLeftHandPinkyTip 
HIKLeftHandExtraFingerTip 
HIKRightHandThumbTip 
HIKRightHandIndexTip 
HIKRightHandMiddleTip 
HIKRightHandRingTip 
HIKRightHandPinkyTip 
HIKRightHandExtraFingerTip 
HIKLeftFootThumbTip 
HIKLeftFootIndexTip 
HIKLeftFootMiddleTip 
HIKLeftFootRingTip 
HIKLeftFootPinkyTip 
HIKLeftFootExtraFingerTip 
HIKRightFootThumbTip 
HIKRightFootIndexTip 
HIKRightFootMiddleTip 
HIKRightFootRingTip 
HIKRightFootPinkyTip 
HIKRightFootExtraFingerTip 
HIKRealisticShoulder 

When human shoulders rotate, they move upwards.

This property emulates this behaviour by shifting rotation from the shoulder Node to the collar Node when the arms are raised.

HIKLeftLegMaxExtensionAngle 

Sets the maximum angle of extension for the Node.

HIKRightLegMaxExtensionAngle 
HIKLeftArmMaxExtensionAngle 
HIKRightArmMaxExtensionAngle 
HIKExtraCollarRatioId 

Defines how shoulder rotation is distributed over the collar Nodes.

This value must be between 0.0 and 1.0, where:

  • 0.0: Rotation is applied totally to the base collar bone.
  • 1.0: Rotation is applied totally to the extra collar bone.
HIKCollarStiffnessX 

Sets the flexibility of the collar bones when rotating around the X, Y and Z axes. Higher values cause the collar to be stiffer and less likely to rotate around the axis; lower values cause the collar to be more flexible and more likely to rotate around the axis.

HIKCollarStiffnessY 
HIKCollarStiffnessZ 
HIKReachActorLeftShoulderId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightShoulderId 
HIKFingerPropagationId 

When retargeting an animation to a target character that has more fingers or finger joints than the source character, this property causes the source character's finger movements to be applied to the target character's extra fingers and finger joints.

Remarks
Used by HIKSolveForCharacter only
HIKRealisticLeftKneeSolvingId 

When a roll rotation is applied to the character's ankle, this parameter determines the percentage of that rotation that will be extracted from the ankle and applied instead to the character's hips.

This allows you to keep the character's knee and upper leg more in line with the orientation of its foot, which produces a more realistic effect in most cases.

  • At 0%, the hips are not rotated at all. All rotation is applied to the ankle.
  • At 100%, all rotation is applied to the hips instead of the ankle.
HIKRealisticRightKneeSolvingId 
HIKStretchStartArmsAndLegs 

Sets the percentage of the arm or leg length at which those limbs can begin to stretch.

For more information, see ~{ Using Squash 'n' Stretch }~.

HIKStretchStopArmsAndLegs 

Sets the percentage of the arm or leg length at which those limbs stop stretching freely.

To avoid popping, this parameter is a soft limit: above this percentage, the limb continues to stretch at a rate that decreases exponentially. For more information, see ~{ Using Squash 'n' Stretch }~.

HIKSnSScaleArmsAndLegs 

Determines the amount of scaling to apply to the Nodes in the arms and legs when those limbs are squashed or stretched.

For more information, see ~{ Using Squash 'n' Stretch }~.

HIKSnSReachLeftWrist 

Sets the stretch reach for this Node, which determines how freely the limb may stretch to reach a distant goal.

In order for Squash 'n' Stretch to affect a character's arm or leg, this parameter must be greater than 0, and the Reach Translation of the wrist or hand (or ankle or foot) must also be greater than 0. For more information, see ~{ Using Squash 'n' Stretch }~.

HIKSnSReachRightWrist 
HIKSnSReachLeftAnkle 
HIKSnSReachRightAnkle 
HIKSnSScaleSpine 

Determines the amount of scaling to apply to the Nodes in the spine when the spine is squashed or stretched.

For more information, see ~{ Using Squash 'n' Stretch }~.

HIKSnSScaleSpineChildren 

Determines whether or not the neck and collar Nodes (or shoulder Nodes if no collar Nodes are characterized) are squashed or stretched in proportion to the compression and expansion of the spine.

For more information, see ~{ Using Squash 'n' Stretch }~.

HIKSnSReachChestEnd 

Sets the stretch reach for this Node, which determines how freely the spine may stretch to reach a distant goal.

In order for Squash 'n' Stretch to affect a character's spine, the Reach Translation of the ChestEndEffectorId must be greater than 0. For more information, see ~{ Using Squash 'n' Stretch }~.

HIKSnSScaleNeck 

Determines the amount of scaling to apply to the Nodes in the neck when the neck is squashed or stretched.

For more information, see ~{ Using Squash 'n' Stretch }~.

HIKSnSReachHead 

Sets the stretch reach for this Node, which determines how freely the neck may stretch to reach a distant goal.

In order for Squash 'n' Stretch to affect a character's neck, the Reach Translation of the HeadEffectorId must be greater than 0. For more information, see ~{ Using Squash 'n' Stretch }~.

HIKLeftUpLegRollExId 

The RollEx properties adjust the way roll rotations on the optional roll Nodes are shifted to their child Nodes in the skeletal hierarchy.

For example, if a roll rotation is applied to the LeftShoulderRollNodeId, the HIKLeftArmRollExId property determines how much of that roll is extracted and applied instead to the LeftElbowNodeId. For more information, see ~{ Using Roll Extraction }~.

  • At 100%, all of the roll transfers from the roll Node to the next Node in the hierarchy. The roll Node will therefore remain at the same rotation as its parent.
  • At 50%, the roll is equally distributed between the roll Node and the next Node in the hierarchy.
  • At 0%, none of the roll is transferred to the next Node in the hierarchy. The roll Node will therefore be at the same rotation as its child.
HIKLeftLegRollExId 
HIKRightUpLegRollExId 
HIKRightLegRollExId 
HIKLeftArmRollExId 
HIKLeftForeArmRollExId 
HIKRightArmRollExId 
HIKRightForeArmRollExId 
HIKTopSpineCorrectionId 

This property is used only when a source animation used for a retargeting bends forward at the waist while tilting its head back.

Tuning this property can help to prevent the retargeted character from displaying a sharp bend in its neck, or a straight neck-to-chin curve.

  • At 100%, a maximum of the neck rotation is spread back to the spine, creating a smoother bend in the neck.
  • At 50% (the default value), this property has no effect.
  • At 0%, the neck is bent even more sharply than the default.
HIKLowerSpineCorrectionId 
HIKSnSSmoothReach 

This property is used in cunjunction of SnS Neck & Spine Reach value.

It indicate whether to smooth the reach or not

HIKLockXId 

This property allows to lock the character's hips on it's TStance default position.

HIKLockYId 
HIKLockZId 
HIKRealisticArmSolvingId 

This property allows to switch on/off realistic arm solving.

HIKLeafLeftUpLegRoll1Id 

Extra roll bones tuning (up to 5 leaf roll bones per half limb)

HIKLeafLeftLegRoll1Id 
HIKLeafRightUpLegRoll1Id 
HIKLeafRightLegRoll1Id 
HIKLeafLeftArmRoll1Id 
HIKLeafLeftForeArmRoll1Id 
HIKLeafRightArmRoll1Id 
HIKLeafRightForeArmRoll1Id 
HIKLeafLeftUpLegRoll2Id 
HIKLeafLeftLegRoll2Id 
HIKLeafRightUpLegRoll2Id 
HIKLeafRightLegRoll2Id 
HIKLeafLeftArmRoll2Id 
HIKLeafLeftForeArmRoll2Id 
HIKLeafRightArmRoll2Id 
HIKLeafRightForeArmRoll2Id 
HIKLeafLeftUpLegRoll3Id 
HIKLeafLeftLegRoll3Id 
HIKLeafRightUpLegRoll3Id 
HIKLeafRightLegRoll3Id 
HIKLeafLeftArmRoll3Id 
HIKLeafLeftForeArmRoll3Id 
HIKLeafRightArmRoll3Id 
HIKLeafRightForeArmRoll3Id 
HIKLeafLeftUpLegRoll4Id 
HIKLeafLeftLegRoll4Id 
HIKLeafRightUpLegRoll4Id 
HIKLeafRightLegRoll4Id 
HIKLeafLeftArmRoll4Id 
HIKLeafLeftForeArmRoll4Id 
HIKLeafRightArmRoll4Id 
HIKLeafRightForeArmRoll4Id 
HIKLeafLeftUpLegRoll5Id 
HIKLeafLeftLegRoll5Id 
HIKLeafRightUpLegRoll5Id 
HIKLeafRightLegRoll5Id 
HIKLeafLeftArmRoll5Id 
HIKLeafLeftForeArmRoll5Id 
HIKLeafRightArmRoll5Id 
HIKLeafRightForeArmRoll5Id 
HIKLeftLegFullRollExtractionId 
HIKRightLegFullRollExtractionId 
HIKLeftArmFullRollExtractionId 
HIKRightArmFullRollExtractionId 
HIKLastPropertyId 

Marks the end of the enumeration.

Definition at line 55 of file hikproperty.h.

56 {
62 
63 
68 
73 
78 
83 
88 
90 
142 
144 
145  // Each floor contact position setting defines a different aspect of the floor contact area.
160 
167 
170 
176 
183 
186 
192 
194 
210 
214  HIKMirrorId,
215 
223 
225 
247  HIKCtrlResistHipsPositionId, // bob: This is Hips Pull
248  HIKCtrlEnforceGravityId, // bob: Hips Pull sub-param
250 
252 
267 
273 
283 
286 
293 
295  HIKPostureId,
296 
299 
302 
308 
315 
318 
325 
334 
343 
344 
347 
353  HIKHandContactStiffness, //< See HIKFootContactStiffnessId
354 
360 
366 
394 
398 
406 
411 
418 
420 
426 
431 
433 
442 
451  // @{
459  // @}
460 
476 
478 
496 
508  HIKLockXId,
509  HIKLockYId,
510  HIKLockZId,
558 
560 };
Defines how motion is distributed over the character's neck bones.
Definition: hikproperty.h:307
When retargeting an animation to a target character that has more fingers or finger joints than the s...
Definition: hikproperty.h:430
Defines the distance from the wrist to the inside edge of the model's hand (the side of the thumb)...
Definition: hikproperty.h:158
The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingert...
Definition: hikproperty.h:369
Sets the flexibility of the collar bones when rotating around the X, Y and Z axes. Higher values cause the collar to be stiffer and less likely to rotate around the axis; lower values cause the collar to be more flexible and more likely to rotate around the axis.
Definition: hikproperty.h:414
Compensates for the difference in action space between source and target characters.
Definition: hikproperty.h:67
Defines the distance from the ankle to the inside edge of the model's foot (the instep).
Definition: hikproperty.h:151
Defines the distance from the ankle to the middle of the model's foot (its ball, or toe base)...
Definition: hikproperty.h:149
Sets the stretch reach for this Node, which determines how freely the limb may stretch to reach a dis...
Definition: hikproperty.h:455
If your source and target character have their ankles at different heights above the floor...
Definition: hikproperty.h:77
Defines a stable point when applying floor contact.
Definition: hikproperty.h:292
Defines the distance from the wrist to the outside edge of the model's hand (the side with the pinky)...
Definition: hikproperty.h:159
This property allows to lock the character's hips on it's TStance default position.
Definition: hikproperty.h:508
When a roll rotation is applied to the character's ankle, this parameter determines the percentage of...
Definition: hikproperty.h:439
Sets the number of times pull is calculated.
Definition: hikproperty.h:365
Activates the floor contact engine for your character's toes.
Definition: hikproperty.h:185
Mirrors a Character's pose along the X-axis.
Definition: hikproperty.h:214
Sets the roll stiffness of the fingers.
Definition: hikproperty.h:346
Defines the distance from the wrist to the bottom of the model's hand.
Definition: hikproperty.h:154
Determines the behavior of the fingers when they make contact with the floor.
Definition: hikproperty.h:175
Defines how the angle of the wrist joint reacts to a floor contact.
Definition: hikproperty.h:353
This property constrains the positions in space of the target character's limbs to those of the selec...
Definition: hikproperty.h:61
Sets the percentage of the arm or leg length at which those limbs can begin to stretch.
Definition: hikproperty.h:444
Defines a stable point when applying floor contact. Auto, Ankle or Toes.
Definition: hikproperty.h:301
The Kill Pitch properties remove the pitch axis on the left and right knees and elbows.
Definition: hikproperty.h:218
Defines how roll extraction is performed:
Definition: hikproperty.h:359
Sets the stretch reach for this Node, which determines how freely the neck may stretch to reach a dis...
Definition: hikproperty.h:475
Specific to MotionBuilder.
Definition: hikproperty.h:295
Defines the distance from the ankle to the outside edge of the model's foot.
Definition: hikproperty.h:152
Lets you choose the behavior of the toes when they make contact with the floor.
Definition: hikproperty.h:191
Determines the amount of scaling to apply to the Nodes in the arms and legs when those limbs are squa...
Definition: hikproperty.h:450
Activates the floor contact engine for your character's fingers.
Definition: hikproperty.h:169
Defines the distance from the wrist to the back of the model's hand.
Definition: hikproperty.h:155
Determines the amount of scaling to apply to the Nodes in the spine when the spine is squashed or str...
Definition: hikproperty.h:463
Specific to MotionBuilder.
Definition: hikproperty.h:285
This property is used in cunjunction of SnS Neck & Spine Reach value.
Definition: hikproperty.h:506
Sets the stretch reach for this Node, which determines how freely the spine may stretch to reach a di...
Definition: hikproperty.h:469
Sets the maximum angle of extension for the Node.
Definition: hikproperty.h:401
Determines whether or not the neck and collar Nodes (or shoulder Nodes if no collar Nodes are charact...
Definition: hikproperty.h:466
Sets the contact type for the character's hands, which defines the number and orientation of the mark...
Definition: hikproperty.h:166
Sets the percentage of the arm or leg length at which those limbs stop stretching freely...
Definition: hikproperty.h:447
Defines the distance from the wrist to the front end of the model's fingers.
Definition: hikproperty.h:157
Specific to MotionBuilder.
Definition: hikproperty.h:317
The Hips and Chest Offset properties offset the translation of the character's hips and chest along e...
Definition: hikproperty.h:276
Adjusts the height of the target character's hips.
Definition: hikproperty.h:87
Defines the distance from the ankle to the bottom of the model's foot.
Definition: hikproperty.h:147
Adjusts the spacing between the left and right ankles of the target character relative to the source ...
Definition: hikproperty.h:82
Defines the distance from the ankle to the back of the model's foot.
Definition: hikproperty.h:148
The Resist Compression Factor properties dampen the compression of extended legs and arms as they con...
Definition: hikproperty.h:338
Defines the distance from the wrist to the middle of the model's hand (its knuckles, or finger base).
Definition: hikproperty.h:156
Defines how motion is distributed over the character's spine bones.
Definition: hikproperty.h:272
Specific to MotionBuilder.
Definition: hikproperty.h:298
Determines the amount of scaling to apply to the Nodes in the neck when the neck is squashed or stret...
Definition: hikproperty.h:472
The Roll properties adjust the way roll rotations on the shoulders, elbows, hips and knees are shifte...
Definition: hikproperty.h:201
When human shoulders rotate, they move upwards.
Definition: hikproperty.h:397
Defines the distance from the ankle to the front end of the model's toes.
Definition: hikproperty.h:150
The RollEx properties adjust the way roll rotations on the optional roll Nodes are shifted to their c...
Definition: hikproperty.h:487
Defines how the angle of the ankle joint reacts to a floor contact.
Definition: hikproperty.h:324
This property allows to switch on/off realistic arm solving.
Definition: hikproperty.h:512
Sets the contact type for the character's feet, which defines the number and orientation of the marke...
Definition: hikproperty.h:182
The Reach properties control how closely the target character's Nodes are in the final solution to th...
Definition: hikproperty.h:423
This property is used only when a source animation used for a retargeting bends forward at the waist ...
Definition: hikproperty.h:503
The Pull properties determine the extent to which parts of the body can pull other parts of the body ...
Definition: hikproperty.h:232
The Resist Maximum Extension properties dampen the extension of the legs and arms as they reach their...
Definition: hikproperty.h:329
Activates the floor contact engine for the character's hands.
Definition: hikproperty.h:153
Activates the floor contact engine for the character's feet.
Definition: hikproperty.h:146
Resist is the rotation equivalent of Pull.
Definition: hikproperty.h:257
Smooths leg movements by preventing a Character's hips from pulling down too quickly when the legs ar...
Definition: hikproperty.h:72
Specifies the behavior of the HipsTranslationId Node.
Definition: hikproperty.h:314
Sets the roll stiffness of the fingers.
Definition: hikproperty.h:345
The Reach properties control how closely the target character's Nodes are in the final solution to th...
Definition: hikproperty.h:93
Extra roll bones tuning (up to 5 leaf roll bones per half limb)
Definition: hikproperty.h:514
Defines how shoulder rotation is distributed over the collar Nodes.
Definition: hikproperty.h:410
Marks the end of the enumeration.
Definition: hikproperty.h:513
Enumerator
HIKPropertyNoMode 

Properties with this mode type are always On, and their current values are always taken into account by the HumanIK solvers.

HIKPropertyOffOn 

Properties with this mode type can be set to either the Off (0) or On (1) mode.

HIKPropertyOffAutoUser 

Properties with this mode type can be set to any of the Off (0), Auto (1), or User (2) modes.

HIKPropertyAutoUser 

Properties with this mode type can be set to either the Auto (0) or User (1) mode, but cannot be disabled.

HIKPropertyNoMode 

Properties with this mode type are always On, and their current values are always taken into account by the HumanIK solvers.

HIKPropertyOffOn 

Properties with this mode type can be set to either the Off (0) or On (1) mode.

HIKPropertyOffAutoUser 

Properties with this mode type can be set to any of the Off (0), Auto (1), or User (2) modes.

HIKPropertyAutoUser 

Properties with this mode type can be set to either the Auto (0) or User (1) mode, but cannot be disabled.

Definition at line 574 of file hikproperty.h.

575 {
576  HIKPropertyNoMode = 0,
580 };
Properties with this mode type are always On, and their current values are always taken into account ...
Definition: hikproperty.h:530
Properties with this mode type can be set to any of the Off (0), Auto (1), or User (2) modes...
Definition: hikproperty.h:532
Properties with this mode type can be set to either the Off (0) or On (1) mode.
Definition: hikproperty.h:531
Properties with this mode type can be set to either the Auto (0) or User (1) mode, but cannot be disabled.
Definition: hikproperty.h:533
Enumerator
HIKPropertyNoUnit 

Indicates that the value of this property should never be used.

Typically used only for properties with mode type HIKPropertyOffOn, to indicate that the property is a simple on/off toggle.

HIKPropertyPercent 

The value of the property is expressed in the range between 0.0 and 1.0.

HIKPropertySecond 

The value of the property is stored in seconds.

HIKPropertyCentimeter 

The value of the property is a scalar distance.

The unit of measure should be the same as the unit used when characterizing the geometry of your HIKCharacter. This unit is referred to as a "centimeter" only because the default values of all properties with this value type are sized for characters approximately 180 units tall.

HIKPropertyDegree 

The value of the property is stored in degrees.

HIKPropertyEnum 

The value of the property is an integer, whose interpretation is defined by an enumeration specific to that property.

See each property description for details. Use the HIKSetPropertyMode() and HIKGetPropertyMode() functions to set and get the enumeration values for these properties.

HIKPropertyReal 

The value of the property is an arbitrary floating-point number.

HIKPropertyNoUnit 

Indicates that the value of this property should never be used.

Typically used only for properties with mode type HIKPropertyOffOn, to indicate that the property is a simple on/off toggle.

HIKPropertyPercent 

The value of the property is expressed in the range between 0.0 and 1.0.

HIKPropertySecond 

The value of the property is stored in seconds.

HIKPropertyCentimeter 

The value of the property is a scalar distance.

The unit of measure should be the same as the unit used when characterizing the geometry of your HIKCharacter. This unit is referred to as a "centimeter" only because the default values of all properties with this value type are sized for characters approximately 180 units tall.

HIKPropertyDegree 

The value of the property is stored in degrees.

HIKPropertyEnum 

The value of the property is an integer, whose interpretation is defined by an enumeration specific to that property.

See each property description for details. Use the HIKSetPropertyMode() and HIKGetPropertyMode() functions to set and get the enumeration values for these properties.

HIKPropertyReal 

The value of the property is an arbitrary floating-point number.

Definition at line 595 of file hikproperty.h.

596 {
597  HIKPropertyNoUnit = 0,
604 };
The value of the property is a scalar distance.
Definition: hikproperty.h:554
The value of the property is stored in seconds.
Definition: hikproperty.h:553
The value of the property is an integer, whose interpretation is defined by an enumeration specific t...
Definition: hikproperty.h:556
The value of the property is an arbitrary floating-point number.
Definition: hikproperty.h:557
Indicates that the value of this property should never be used.
Definition: hikproperty.h:551
The value of the property is expressed in the range between 0.0 and 1.0.
Definition: hikproperty.h:552
The value of the property is stored in degrees.
Definition: hikproperty.h:555
Enumerator
HIKPropertyScalar 

Property is a scalar.

HIKPropertyScalar 

Property is a scalar.

Definition at line 586 of file hikproperty.h.

587 {
588  HIKPropertyScalar = 0
589 };
Property is a scalar.
Definition: hikproperty.h:542

Go to the source code of this file.