Retarget Adjust Property Editor

 
 
 

Lets you adjust the retargeted animation on a rig.

To display: Select a rig or skeleton that has retargeted data applied to it and click the Adjust button in the Mocap to Rig Property Editor, in the Rig to Rig Property Editor, or the Motor File Property Editor.

Global

Adjustment Files

You can save all the parameter settings in the Retarget Adjust property editor into a preset adjustment (.adj) file. This makes it easy to then load a retargeted animation and make the same adjustments for numerous characters.

Save Preset

Saves the adjustment settings you make in this property editor in a preset adjustment (.adj) file.

Load Preset

Loads a preset adjustment (.adj) file that contains adjustment settings that you have saved for the retargeted animation. You can then apply these settings to the current retargeted animation on your rig.

General Settings

Start Frame

Sets the frame at which the retargeted animation begins.

Speed

Sets the speed of the retargeted animation.

A value of 1 is the speed at which the retargeted animation was applied; values less than 1 slow down the speed, and values more than 1 speed it up. For example, a value of 2 makes the animation twice the speed as when the retargeted animation was applied.

Scale

Sets the overall scale of the character.

When motions are loaded onto a rig, the longest leg length is used the generate the scale value for the entire character. However, if you load two motions onto different characters, you will have two different leg lengths. Using this parameter, you can maintain the same scale between two characters.

Because props don't have a leg length to use as a basis for the scale, this parameter is also useful when working with them when a prop's motion needs to be scaled in the same way as the character's motion.

Stride

Sets the stride length of the character. A value of 1 is the length at which the retargeted animation was applied; values less than 1 make the stride length shorter, and values more than 1 make it longer.

Position Offsets

Offset Feet

Offsets the feet along with the rest of the character.

If you deselect this, the feet are not offset with the character. For example, you can offset the character down in Y, then deselect this option so that the feet are not offset and the character has a lower center of gravity.

X/Y/Z Offset

Offsets the position of the whole character on any axis.

Rotation Offsets

Rotations

Select the rig element whose rotation you want to offset.

Edit

Opens the Rotational Offset property page in which you can offset the rotation of the selected rig element on any axis (X, Y, Z).

Rfoot/Lfoot/Rwrist/Lwrist

Position Offsets

X/Y/Z Offset

Offsets the position of the right/left foot or right/left wrist on any axis.

Chain Settings

Foot

Treats this IK effector as a foot. This scales the translation of the effector with the overall motion of the body. This is useful when you want the arms of your character to take stepping motions, such as when a character climbs a ladder or crawls.

Roll

Allows you to modify the position of the knee or elbow. You can easily offset the motion to fix problems in the original motion or to change the look of your motion.

Stretch

Controls how much the limb is outstretched. Changing this parameter modifies how straight or bent the limb is.

Clamp Settings

Clamping is similar to setting a pose constraint so that a rig element (right/left foot or right/left wrist) follows a reference element in its rotation, translation, and scaling. You can animate the Clamp parameter to have this constraint turn on and off over time, as well as blend the weight of the Clamp effect so that the rig element follows the reference element more closely or loosely.

Clamp

Constrains this rig element (right/left foot or right/left wrist) to the rig element you select from the Reference list. You can animate this parameter.

Reference

Select the rig element to which you want to clamp (constrain) this rig element (right/left foot or right/left wrist).

Blend Back

Blends the weight of the Clamp effect on the rig element. This higher the value, the more the weight is blended back to the rig element's original unclamped position.

Chest/Head

Position Offsets

Offset End Effectors

Deselect this option if you don't want the effector of the chest/head element to be offset. This is used mostly for FK rigs.

X/Y/Z Offset

Offsets the position of the chest/head element on any axis.

Rotation Offsets

RotX/Y/Z

Offsets the rotation of the chest/head element on any axis.

Creative Commons License Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License