The value of the property is a scalar distance.
Defines how motion is distributed over the character's neck bones.
When retargeting an animation to a target character that has more fingers or finger joints than the s...
int HIKIsPropertyAuto(HIKPropertySetState *pState, int pPropertyId)
Indicates whether or not the current mode of property pPropertyId in HIKPropertySetState pState is "a...
Defines the distance from the wrist to the inside edge of the model's hand (the side of the thumb)...
The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingert...
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.
Compensates for the difference in action space between source and target characters.
Defines the distance from the ankle to the inside edge of the model's foot (the instep).
Defines the distance from the ankle to the middle of the model's foot (its ball, or toe base)...
Sets the stretch reach for this Node, which determines how freely the limb may stretch to reach a dis...
If your source and target character have their ankles at different heights above the floor...
Defines a stable point when applying floor contact.
Defines the distance from the wrist to the outside edge of the model's hand (the side with the pinky)...
This property allows to lock the character's hips on it's TStance default position.
int HIKGetPropertyMode(HIKPropertySetState *pState, int pPropertyId)
Retrieves the current mode set for property pPropertyId in HIKPropertySetState pState.
void(* HIKFree)(void *)
Memory de-allocator function.
When a roll rotation is applied to the character's ankle, this parameter determines the percentage of...
Properties with this mode type are always On, and their current values are always taken into account ...
Sets the number of times pull is calculated.
const char * HIKGetPropertyModeName(int pPropertyId, int pMode)
Retrieves a human-readable, English-language string that identifies mode pMode for property pProperty...
Activates the floor contact engine for your character's toes.
enum HIKPropertyValueType eHIKPropertyValueType
see enum HIKPropertyValueType
Mirrors a Character's pose along the X-axis.
Sets the roll stiffness of the fingers.
Defines the distance from the wrist to the bottom of the model's hand.
Determines the behavior of the fingers when they make contact with the floor.
HIKPropertyValueType
Lists the possible value types for character properties.
Defines how the angle of the wrist joint reacts to a floor contact.
This property constrains the positions in space of the target character's limbs to those of the selec...
enum HIKPropertyUnit eHIKPropertyUnit
see enum HIKPropertyUnit
Sets the percentage of the arm or leg length at which those limbs can begin to stretch.
Defines a stable point when applying floor contact. Auto, Ankle or Toes.
The Kill Pitch properties remove the pitch axis on the left and right knees and elbows.
Defines how roll extraction is performed:
HIKPropertyModeType
Lists the possible mode types for character properties.
HIKPropertySetState * HIKPropertySetStateCreate(HIKMalloc pMalloc)
Create a new HIKPropertySetState.
Sets the stretch reach for this Node, which determines how freely the neck may stretch to reach a dis...
float HIKGetPropertyValue(HIKPropertySetState *pState, int pPropertyId)
Retrieves the current value set for property pPropertyId in HIKPropertySetState pState.
void HIKPropertySetStateDestroy(HIKPropertySetState *pPropertySetState, HIKFree pFree)
Destroy HIKPropertySetState pPropertySetState.
Specific to MotionBuilder.
Defines the distance from the ankle to the outside edge of the model's foot.
Lets you choose the behavior of the toes when they make contact with the floor.
Determines the amount of scaling to apply to the Nodes in the arms and legs when those limbs are squa...
Activates the floor contact engine for your character's fingers.
Defines the distance from the wrist to the back of the model's hand.
The value of the property is stored in seconds.
Determines the amount of scaling to apply to the Nodes in the spine when the spine is squashed or str...
HIKPropertySetState * HIKPropertySetStateCreateInPlace(void *pBuffer)
Create a new HIKPropertySetState in the buffer pBuffer.
Specific to MotionBuilder.
This property is used in cunjunction of SnS Neck & Spine Reach value.
Sets the stretch reach for this Node, which determines how freely the spine may stretch to reach a di...
Properties with this mode type can be set to any of the Off (0), Auto (1), or User (2) modes...
const char * HIKGetPropertyEnumName(int pPropertyId, int pValue)
Retrieves a human-readable, English-language string that identifies the enumeration value pValue for ...
Sets the maximum angle of extension for the Node.
HIKPropertyUnit
Lists the possible unit types for character properties.
Determines whether or not the neck and collar Nodes (or shoulder Nodes if no collar Nodes are charact...
Sets the contact type for the character's hands, which defines the number and orientation of the mark...
void HIKSetPropertyValue(HIKPropertySetState *pState, int pPropertyId, float pValue)
Sets the current value for property pPropertyId in HIKPropertySetState pState.
Sets the percentage of the arm or leg length at which those limbs stop stretching freely...
Defines the distance from the wrist to the front end of the model's fingers.
Specific to MotionBuilder.
The Hips and Chest Offset properties offset the translation of the character's hips and chest along e...
Adjusts the height of the target character's hips.
eHIKPropertyModeType HIKGetPropertyInfoModeType(int pPropertyId)
Retrieves the mode type for property pPropertyId.
Defines the distance from the ankle to the bottom of the model's foot.
Defines a character's properties.
Adjusts the spacing between the left and right ankles of the target character relative to the source ...
The value of the property is an integer, whose interpretation is defined by an enumeration specific t...
Defines the distance from the ankle to the back of the model's foot.
float HIKGetPropertyInfoDefaultMin(int pPropertyId)
Retrieves the minimum accepted value for property pPropertyId.
int HIKGetPropertyId(const char *pName)
Retrieves the unique ID of property pName from its descriptive name.
The value of the property is an arbitrary floating-point number.
HIKProperty
Lists all character properties contained in the HIKPropertySetState.
The Resist Compression Factor properties dampen the compression of extended legs and arms as they con...
int HIKGetPropertyInfoDefaultMode(int pPropertyId)
Retrieves the default mode for property pPropertyId.
Defines the distance from the wrist to the middle of the model's hand (its knuckles, or finger base).
Defines how motion is distributed over the character's spine bones.
int HIKIsPropertyDescription(int pPropertyId)
Indicates whether or not the property is a description.
Specific to MotionBuilder.
eHIKPropertyValueType HIKGetPropertyInfoValueType(int pPropertyId)
Retrieves the value type for property pPropertyId.
Determines the amount of scaling to apply to the Nodes in the neck when the neck is squashed or stret...
Indicates that the value of this property should never be used.
The Roll properties adjust the way roll rotations on the shoulders, elbows, hips and knees are shifte...
size_t HIKPropertySetStateSize()
Retrieves the size of an HIKPropertySetState object in bytes.
When human shoulders rotate, they move upwards.
Defines the distance from the ankle to the front end of the model's toes.
The value of the property is expressed in the range between 0.0 and 1.0.
float HIKGetPropertyInfoDefaultMax(int pPropertyId)
Retrieves the maximum accepted value for property pPropertyId.
The RollEx properties adjust the way roll rotations on the optional roll Nodes are shifted to their c...
Defines how the angle of the ankle joint reacts to a floor contact.
This property allows to switch on/off realistic arm solving.
void *(* HIKMalloc)(size_t)
Memory allocator function.
Sets the contact type for the character's feet, which defines the number and orientation of the marke...
The Reach properties control how closely the target character's Nodes are in the final solution to th...
This property is used only when a source animation used for a retargeting bends forward at the waist ...
The Pull properties determine the extent to which parts of the body can pull other parts of the body ...
The Resist Maximum Extension properties dampen the extension of the legs and arms as they reach their...
Activates the floor contact engine for the character's hands.
Activates the floor contact engine for the character's feet.
float HIKGetPropertyInfoDefaultValue(int pPropertyId)
Retrieves the default value for property pPropertyId.
Resist is the rotation equivalent of Pull.
Smooths leg movements by preventing a Character's hips from pulling down too quickly when the legs ar...
void HIKSetPropertyMode(HIKPropertySetState *pState, int pPropertyId, int pMode)
Sets the current mode for property pPropertyId in HIKPropertySetState pState.
eHIKPropertyUnit HIKGetPropertyInfoUnit(int pPropertyId)
Retrieves the unit type for property pPropertyId.
Specifies the behavior of the HipsTranslationId Node.
Properties with this mode type can be set to either the Off (0) or On (1) mode.
void HIKPropertySetStateCopy(HIKPropertySetState *pStateOut, HIKPropertySetState *pStateIn)
Copies all values and mode settings from HIKPropertySetState pStateIn to HIKPropertySetState pStateOu...
enum HIKPropertyModeType eHIKPropertyModeType
see enum HIKPropertyModeType
Sets the roll stiffness of the fingers.
The Reach properties control how closely the target character's Nodes are in the final solution to th...
int HIKIsPropertyActive(HIKPropertySetState *pState, int pPropertyId)
Indicates whether or not property pPropertyId in HIKPropertySetState pState is active–i.e.
const char * HIKGetPropertyName(int pPropertyId)
Retrieves a human-readable, English-language string that identifies property pPropertyId.
Defines how shoulder rotation is distributed over the collar Nodes.
The value of the property is stored in degrees.
Properties with this mode type can be set to either the Auto (0) or User (1) mode, but cannot be disabled.
Marks the end of the enumeration.