For more information, see Setting Restrictions on Movement [ Character Animation ].
Active |
When on, the rotation limits will be used to restrict the joint's range of motion. |
Minimum/Maximum Angles |
Specifies the minimum and maximum angles that determine a joint's rotation limits. A 2D joint only uses the Z angles. |
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 ].
X, Y, Z |
If you select Up Vector from the Res Plane list, you can set these values to define the up-vector constraint's X, Y, Z location in global space. This lets you set an up-vector constraint without using a constraining object (this is known as a static up vector). |
Use Root Coordinates |
Specifies a static up vector using the chain root's coordinates instead of global coordinates. There are two main implications of using the chain root's coordinates:
|
For more information on these options, see Constraining the Preferred Axis of Rotation [ Character Animation ].
X, Y, Z |
If you select Preferred Axis from the Res Plane list, you can set these values to define this constraint's X, Y, Z location in global space. This lets you set a preferred axis constraint without using a constraining object (this is known as a static preferred axis). |
Use Root Coordinates |
Specifies a static preferred axis using the chain root's coordinates instead of global coordinates, same as for up vectors (see above). |
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