This section offers brief descriptions of all character properties contained in each HIKPropertySetState.
For detailed information, including default and accepted values, see ~{ Character Properties }~.
enum HIKProperty |
Lists all character properties contained in the HIKPropertySetState.
Enumerator | |
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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.
|
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%.
|
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.
|
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.
|
HIKAnkleProximityCompensationId |
Adjusts the spacing between the left and right ankles of the target character relative to the source character.
|
HIKHipsHeightCompensationId |
Adjusts the height of the target character's hips.
|
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.
|
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:
|
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:
|
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:
|
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:
|
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 }~.
|
HIKLeftLegRollId | |
HIKRightUpLegRollId | |
HIKRightLegRollId | |
HIKLeftArmRollId | |
HIKLeftForeArmRollId | |
HIKRightArmRollId | |
HIKRightForeArmRollId | |
HIKMirrorId |
Mirrors a Character's pose along the X-axis.
|
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.
|
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.
|
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:
|
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:
|
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:
|
HIKHipsTranslationModeId |
Specifies the behavior of the HipsTranslationId Node. May be any of the following values:
|
HIKFingerSolvingId |
Specific to MotionBuilder. |
HIKFootContactStiffnessId |
Defines how the angle of the ankle joint reacts to a floor contact.
|
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.
|
HIKRollExtractionMode |
Defines how roll extraction is performed:
|
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:
|
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.
|
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.
|
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.
|
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 }~.
|
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.
|
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.
|
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%.
|
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.
|
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.
|
HIKAnkleProximityCompensationId |
Adjusts the spacing between the left and right ankles of the target character relative to the source character.
|
HIKHipsHeightCompensationId |
Adjusts the height of the target character's hips.
|
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.
|
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:
|
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:
|
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:
|
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:
|
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 }~.
|
HIKLeftLegRollId | |
HIKRightUpLegRollId | |
HIKRightLegRollId | |
HIKLeftArmRollId | |
HIKLeftForeArmRollId | |
HIKRightArmRollId | |
HIKRightForeArmRollId | |
HIKMirrorId |
Mirrors a Character's pose along the X-axis.
|
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.
|
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.
|
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:
|
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:
|
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:
|
HIKHipsTranslationModeId |
Specifies the behavior of the HipsTranslationId Node. May be any of the following values:
|
HIKFingerSolvingId |
Specific to MotionBuilder. |
HIKFootContactStiffnessId |
Defines how the angle of the ankle joint reacts to a floor contact.
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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.
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HIKRollExtractionMode |
Defines how roll extraction is performed:
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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:
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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.
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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.
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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.
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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 }~.
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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.
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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.