| General | Rotation Limits | Resolution Plane
To display: Select a bone or effector and press Enter, or click the Kinematic Joint icon in the explorer.
For more information, see Creating Subchains for Independent Movement [Character Animation].
Joint Is Pseudo-Root |
When on, the bone's joint is set as a pseudo-root. A pseudo-root begins a subchain but is also fixed in local space. See Making a Joint into a Pseudo-root [ Character Animation ]. |
Use Stiffness |
The joint's stiffness setting is selected when using IK. See Setting Joint Stiffness [ Character Animation ]. |
Stiffness |
Sets the stiffness level, which is the amount of resistance a joint will have to rotate when using IK. Stiffness values can range from 0 to 1. |
For more information, see Creating Subchains for Independent Movement [Character Animation].
Res Plane |
By default, the resolution plane of a 2D chain is determined by the local X and Y axes of the first joint. The resolution plane can be modified by selecting Up Vector or Preferred Axis, either of which you can define using their associated parameters below. |
Roll |
When a 2D chain is animated with inverse kinematics (its effector is translated), you cannot rotate its bones in X. This is because solving the chain in IK overrides any animation that has been done on a bone's X (or Y) rotation. To solve the problem of being able to rotate the IK bone in X, you can set its Roll value. The Roll defines the rotation of the bone relative to its own axis. This rotation is propagated to the other bones. Roll is only considered if a 2D chain (or subchain) is animated with IK. For more information, see Rolling an IK Bone [Character Animation]. |
Use Preferred X Rotation as Roll |
Uses the chain's preferred X rotation value as the roll value. With this option on, you can interactively rotate the bones in X (local or global) if you are using the 3D Behavior mode. |
For more information on these options, see Constraining the Chain's Up Vector (Direction) [Character Animation].
For more information on these options, see Constraining the Preferred Axis of Rotation [Character Animation].