Floor Contact Marker Attributes
See also
Create floor contacts for your character’s hands and feet.
- Marker Size
-
Sets the size of the individual floor contact markers. Marker
Size does not affect how your character’s hands and feet
contact the floor. Marker Size is measured in
the current user set working units.
Feet to Floor Contact Attributes
- Feet Contact
-
When on, the current character’s foot floor contacts
are active.
- Draw Feet Contact
-
When on, your foot floor contact markers are visible
in the scene view.
Feet Floor Pivot
Specifies which parts of your feet take priority when
they make contact with the floor.
- auto
-
When selected, the priority is averaged between the
ankle and toes. When the foot then makes contact with the floor,
the ankle is translated backwards and the toes are pushed forwards. Auto is
selected by default.
- ankle
-
When selected, the ankles are given priority. When
the foot then makes contact with the floor, the toes are translated
forward to maintain the ankle’s trajectory towards the floor.
- toes
-
When selected, the toes are given priority.
When the foot then comes in contact with the floor, the ankle is
translated backwards to keep the toes firmly planted on the floor.
Feet Contact Type
Specifies the number and orientation of the markers
used to define the floor contacts for your character’s feet.
- normal
-
When selected, six markers define each foot’s floor
contact. Of the six markers, the middle markers define the ball
of each foot or the point where the toes begin.
- ankle
-
When selected, four markers define each foot’s floor
contact and they are positioned around the base of each foot.
- toe base
-
When selected, four markers define each foot’s floor
contact and they are positioned around the toes of each foot.
- hoof
-
When selected, four markers define each foot’s floor
contact. The markers are oriented at a 90 degree angle to allow
for 180 degree movement. Hoof is the
best feet contact type for animals with hooves such as horses.
- Feet Contact Stiffness
-
Sets how much your character’s hands resist going
through the floor when any part of the feet contact the floor. A Feet
Contact Stiffness of 1.0 produces no ankle rotations
and maintains your foot transformations. A Feet
Contact Stiffness of 0.0 rotates your character’s ankles
to minimize foot-floor penetration. With any Feet Contact
Stiffness value, your character’s ankles are translated
for any final corrections.
- Foot Height
-
Sets the positions of your character’s foot
floor contact markers along the Y-axis.
- Foot Back
-
Sets the positions of the back most foot floor contacts
along the Z-axis. The positions of the back markers determine where
the heels of your character’s feet contact the floor.
- Foot Middle
-
Sets the positions of the middle foot floor contact
markers along the Z-axis. The positions of the middle markers determine
where your character’s feet will bend when they contact the floor.
- Foot Front
-
Sets the positions of the front most foot floor contact
markers along the Z-axis. The positions of the front most markers
determine where the ends of your character’s toes will contact the floor.
- Foot In Side
-
Sets the positions of the inside (the markers closer
to the middle of your character) floor contact markers along the
X-axis.
- Foot Out Side
-
Sets the positions of the outside (the markers farthest
from the middle of your character) floor contact markers along the
X-axis.
Hands to Floor Contact Attributes
- Hands Contact
-
When on, the current character’s hand floor contacts
are active.
- Draw Hand Contact
-
When on, your hand floor contact markers are visible
in the scene view.
Hands Floor Pivot
Specifies which parts of your hands take priority when
they make contact with the floor.
- auto
-
When selected, the priority is averaged between the
wrist and fingers. When the hand then makes contact with the floor,
the wrist is translated backwards and the fingers are pushed forwards. Auto is
selected by default.
- wrist
-
When selected, the wrists are given priority. When
the hand then makes contact with the floor, the fingers are translated
forward to maintain the wrist’s trajectory towards the floor.
- fingers
-
When selected, the fingers are given priority. When
the hand then comes in contact with the floor, the wrist is translated
backwards to keep the fingers firmly planted on the floor.
Hands Contact Type
Specifies the number and orientation of the markers
used to define the floor contacts for your character’s hands.
- normal
-
When selected, six markers define each hands’s floor
contact. Of the six markers, the middle markers define where the
fingers begin.
- wrist
-
When selected, four markers define each hand’s floor
contact and they are positioned around each hand’s palm.
- finger base
-
When selected, four markers define each hand’s floor
contact and they are positioned around the fingers of each hand.
- hoof
-
When selected, four markers define each hand’s floor
contact. The markers are oriented at a 90 degree angle to allow
for 180 degree movement. Hoof is the
best hand contact type for animals with hooves such as horses.
- Hands Contact Stiffness
-
Sets how much your character’s hands resist going
through the floor when any part of the hands contact the floor.
A Hands Contact Stiffness of
1.0 produces no wrist rotations and maintains your hand transformations.
A Hands Contact Stiffness of
0.0 rotates your character’s wrists to minimize hand-floor penetration.
With any Feet Contact Stiffness value,
your character’s wrists are translated for any final corrections.
- Hand Height
-
Sets the positions of the hand floor contact markers
along the Y-axis.
- Hand Back
-
Sets the positions of the back most hand floor contacts
along the Z-axis. The positions of the back markers determine where
the heals of your character’s hands contact the floor.
- Hand Middle
-
Sets the positions of the middle hand floor contact
markers along the Z-axis. The positions of the middle markers determine
where your character’s hands bend when they contact the floor.
- Hand Front
-
Sets the positions of the front most hand floor contact
markers along the Z-axis. The positions of the front most markers
determine where the ends of your character’s fingers contact the
floor.
- Hand In Side
-
Sets the positions of the front most hand floor contact
markers along the Z-axis. The positions of the front most markers
determine where the ends of your character’s fingers contact the
floor.
- Hand Out Side
-
Sets the positions of the outside (the markers farthest
from the middle of your character) hand contact markers along the
X-axis.
Fingers/Toes to Floor Contact Attributes
- Fingers Contact
-
When on, the current character’s finger floor contacts
are active and the fingers will be taken into account by the hikSolver.
NoteWhen using Fingers Contact,
do not also use Hands Contact as it will override
your finger floor contact.
Fingers Contact Type
Controls the behavior of your character’s fingers when
they contact the floor.
- sticky
-
When selected, each finger sticks to the floor exactly
where contact is made.
- spread
-
When selected, the fingers spread as they make contact
with the floor, attempting to keep the position of the fingers intact.
Rotation is applied to the root of each finger.
- sticky-spread
-
When selected, the fingers’ behavior is an average
between Sticky and Spread.
- Fingers Contact Roll Stiffness
-
Corrects unnatural finger rotation when finger floor
contact markers touch the floor. A Fingers Contact Roll
Stiffness of 1.0 attempts to prevent the fingers from
rotating in unnatural directions.
- Toes Contact
-
When on, the current character’s toe floor contacts
are active and the toes will be taken into account by the hikSolver.
NoteWhen using Toes Contact,
do not also use Feet Contact as it will override
your toes floor contact.
Toes Contact Type
Controls the behavior of your character’s toes when
they contact the floor.
- sticky
-
When selected, each toe sticks to the floor exactly
where contact is made.
- spread
-
When selected, the toes spread as they make contact
with the floor, attempting to keep the position of the toes intact.
Rotation is applied to the root of each toe.
- sticky-spread
-
When selected, the toes’ behavior is an average between Sticky and Spread.
- Toes Contact Roll Stiffness
-
Corrects unnatural toe rotation when toe floor contact
markers touch the floor. A Toes Contact Roll Stiffness of
1.0 attempts to prevent the toes from rotating in unnatural directions.