For more information, see Help > Node and Attribute Reference.
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Lets you set how the joint is drawn in the scene view. By default, the connection between neighboring joints is drawn as
a bone object. See Change joint display options.
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The default drawing style. Joints are connected with bone objects.
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For joints with multiple child joints, draw joints as boxes.
Note
Only the bones of a joint with more than one child joint chain can display as a box rather than as bones. Multiple child-joint
hierarchies typically occur at the upper back and root.
Boxes can be a useful way to represent parent joints such as the pelvis or shoulders.
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Select this option to draw joints as circles. If the joint has one child, the circle points in the direction of the child.
If the joint has more than one child, use the , , or drawing styles to set which way the circle faces.
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Draw joints as circles facing the plane defined by the XY axes.
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Draw joints as circles facing the plane defined by the XZ axes.
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Select to draw joints as circles facing the plane defined by the YZ axes.
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Draw bones as solid stick-like objects.
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Select this option to draw bones as squares. If the joint has one child, the square points in the direction of the child.
If the joint has more than one child, use the , , or drawing styles to set which way the square faces.
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Draw joints as squares facing the plane defined by the XY axes.
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Draw joints as squares facing the plane defined by the XZ axes.
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Draw joints as squares facing the plane defined by the YZ axes.
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Specifies the radius or size of individual joints.
For more information on joint radii, see Bone Radius Settings.
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Specifies which of its local axes the joint can rotate about during inverse kinematics (IK) posing and animation. X, Y, and
Z are on by default.
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Specifies the current joint’s resistance to rotation during posing. You set stiffness for each axis (X, Y, Z) separately.
For example, a wrist joint moves more freely bending toward the forearm than it does from side to side. So, you can set the
value in the plane perpendicular to the forearm (most often the Y-axis) to reduce its mobility in that plane.
Note
- For to work properly, the joint chain needs to have more than two bones.
- IK solver calculations for can require a little more time than they usually require, so use stiffness only when its effect really needed.
- Joint stiffness with IK is difficult to control. The current joint stiffness algorithm works like a set of springs might work
on the joints. While it is easy to say how it works, it is very difficult to control.
The effect of the X, Y and Z values is relative to the values assigned to other joints in the joint chain. For example, in a joint chain with two joints,
if joint1 has a of 1.0 and joint2 has 2.0, joint2 will be twice as stiff as joint1. With stiffness set to 0, no stiffness is specified. In
general, this is the recommended setting for all of a skeleton’s joints.
Since the values for joints are relative to the values for all the other joints in the joint chain, when you set the for at least one of the joints, you should also set the values for the other joints in the chain so that they do not have the default (0). For example, you might set the values for all the joints in the chain to 1, and then set the Stiffness values for the very stiff joints to 2 (twice as stiff
as the rest), or 3 (three times as stiff), and so forth. If some of the joints in the chain still have the default setting
of 0, the joints may lock up during IK posing.
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Specifies how an inverse kinematics joint prefers to rotate during IK posing.
The IK solver often can rotate a joint in a number of different ways in order for the last joint to reach the goal.
Depending on how you want your character to move, some rotations are more appropriate than others. You need to identify the
preferred angles for your character’s actions. Two types of IK solvers, the single chain IK solver and the rotate plane IK
solver, will then give those angles priority over other possible angles during joint rotation. The angles you give priority
to are the preferred angles.
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Specifies the orientation of the joint’s local rotation axis.
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When this attribute is on, the joint compensates for the scaling of its parent joint, and so is not affected. When off, the
joint’s scaling is affected by the scaling of its parent joint. Default is on.
Note
Turning on when working with a HumanIK rig can result in out-of-scale joints or segments of geometry. This option is turned off automatically
if you map the joint in a HumanIK skeleton definition. See Troubleshoot HumanIK character setup for more information.
Specifies the label settings for the current joint.
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Specifies a side label for the current joint.
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Applies the side label to the selected joint.
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Applies the side label to the selected joint. For a symmetrical skeleton, all the joints on the left side of the skeleton should have
the side label.
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Applies the side label to the selected joint. For a symmetrical skeleton, all the joints on the right side of the skeleton should have
the side label.
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Applies the side label to the selected joint. When a joint is labeled , then it is not included in the retarget.
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Specifies a type label for the current joint.
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Sets the type label of the current joint to . When a joint is labeled , then it is not included in the retarget.
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label specified in the field to the selected joint.
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Sets the type label of the current joint to .
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Lets you define a custom label type for the current joint. For example, using the field you can label a dog skeleton’s tail joint as Tail(None). Only available when is set to .
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When on, the current joint’s label is visible in the scene view.
Sets the damping range for the current joint. You can set joint damping when you want a joint to slow down when it approaches
its defined limits. You need at least three joints for damping to work properly.
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Specifies the angles (relative to the minimum joint limit angles) at which resistance begins to occur.
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Specifies the angles (relative to the maximum joint limit angles) at which resistance begins to occur.
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Specifies the amount of increasing resistance within the and the . Values can range from 0, which takes the joint all the way to its limit with no resistance, to 100, which halts the joint
at the outer edge of the damp range. A value of 50 would specify a gradually increasing resistance as the joint rotates past
the angle.
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