ForeArmRoll

 
 
 

The ForeArmRoll object represents roll nulls along the length of a bone. When used as deformers on an envelope they evenly distribute twist along the length of a bone giving a more natural skin deformation.

The start and end rotations are determined differently for a forearm roll and bicep roll (see BicepRoll). In forearm roll, the starting rotation is the forearm's rotation minus any spin, calculated using the bicep's rotation. The end rotation is the next bone's rotation (wrist) with spin. Roll division rotations are then interpolated between the start and end. In the case of bicep roll the bicep bone is used for both start and end rotations. The start rotation is the bone's rotation minus spin, the end rotation is its rotation with spin.

Returned by

MakeForearmRoll

Also available via

Arm.ForeArmRoll

Properties

Property Name

Type

Description

Divisions

XSICollection

a collection of the dividing null objects

Sliders

CustomProperty

the slider page for roll offset placed on the hand

Nb

Integer

the number of divisions

RollOffset

Parameter

the value of the roll Offset on creation

See CDK Object Reference for complete list of objects available in the Character Development Kit.