HIK Handle Attributes
- Activate
-
When
on, the full body IK solver for the current character is active.
Posture type
Sets the type of character for the full body
IK solution. Note that the structures of bipeds and quadrupeds are
different. So if you set the incorrect posture type for your character,
an undesirable FBIK solution may occur.
- biped
-
Select if your character is a biped.
- quadruped
-
Select if your character is a quadruped.
Hip Translation Mode
Specifies whether the rotation and translation
of your character’s pelvis is divided between the Hips (rotation)
and the HipsTranslation (translation)
joints, or whether rotation and translation are both applied to
the Hips joint. This is useful
when you have a second joint (HipsTranslation)
for translating the pelvis of your character and you do not want
the second effector to control rotation. For this setting to have
any effect, your character must first have a HipsTranslation joint.
- world rigid
-
When on, only the Hips joint
drives the rotation and translation of your character’s pelvis.
- body rigid
-
When on, both the Hips and HipsTranslation joints
drive the rotation and translation of your character’s pelvis.
- Realistic Shoulder Solving
-
Sets the amount the current character’s shoulders
moves upward when their upper arms rotate. When set to 0, Realistic
Shoulder Solving is disabled. When set to 100, one hundred percent
of the upper arm’s rotation is transferred to the shoulder. Realistic
Shoulder Solving is set to 0 by default.
- Solve Fingers
-
When on, the hikSolver solves
for fingers. Note that when Solve Fingers is
off, your FBIK performance will improve.
NoteWhen using Fingers Contact or Toes Contact do
not also use Hands Contact or Feet Contact,
as they will override your fingers or toes floor contact.
Pull
Sets a bias or priority value
for Reach. Pull determines
how much your character’s body parts are attracted to their FBIK
effectors. Pull only affects translation and
it is only used by the hikSolver during
playback—not during interaction.
A Pull value
of 1 applies a full bias to the FBIK effectors. If all other FBIK
effectors have a Pull value of 0, then the FBIK
solution will follow the effector with the Pull value
of 1. For example, if a character’s LeftHandEff effector has a Pull value
of 1 and all its other FBIK effectors have Pull values
of 0, then the character will move with the LeftHandEff effector
during playback as if it were glued to the effector; bending or
stretching the rest of the body in order to achieve this behavior.
If more than 1 FBIK effector has a non-zero Pull value,
the FBIK solution is weighted based on the relative Pull values.
For example, if a character’s LeftHandEff and RightHandEff effectors
had Pull values of 1, and the LeftHandEff
effector moved to the left during playback and the RightHandEff effector
moved to the right, then both effectors would have equal priority during
the FBIK solution.
The type of effect Pull has
on each FBIK effector depends on its Reach value. For
example, if Pull is set to 1 and Reach is
set to 0, the Pull value will have no effect.
Pull is sometimes useful to
keep things still during playback. For example, if your character
is swinging from a bar and its hands come off the bar during some
segments of its animation, you could assign a Pull value
of 1 to its HandEff effectors to bias its FBIK solution so that
your character’s hands then stick to the bar during the playback.
- Expert Mode
-
When on, the Pull and Stiffness FBIK
effector attributes are active and they contribute to the FBIK solution
during playback. When off, the Pull and Stiffness FBIK
attributes are inactive.
- Head Pull
-
Sets how much your character’s head is attracted to
its effector during playback and the extent to which the HeadEff effector’s
movements affect the rest of your character’s body parts.
- Chest Pull
-
Sets how much your character’s chest is attracted
to its effector during playback and the extent to which the NeckEff effector’s movements
affect the rest of your character’s body parts.
- Hips Pull
-
Sets how much your character’s pelvis is attracted
to its effector during playback and the extent to which the HipsEff effector’s
movements affect the rest of your character’s body parts.
- Pull Iteration Count
-
Sets the number of times Pull is
calculated during the FBIK solution. The greater the number of iterations,
the more accurate the Pull calculation.
However, the higher the number of iterations, the more your systems
performance will decrease. The default Pull Iteration Count is 10.
Left/Right Arm Pull
- Left/Right Elbow Pull
-
Sets the extent to which the left or right elbow is
attracted to its LeftForeArmEff or RightForeArmEff effector during
playback.
- Left/Right Hand Pull Chest
-
Sets how much moving the left or right hand affects
the chest of your character during playback.
- Left/Right Hand Pull Hips
-
Sets how much moving the left or right hand affects
the hips of your character during playback.
- Left/Right Finger Base Pull
-
Sets the extent to which the left or right finger base
is attracted to its LeftFingerBaseEff or RightFingerBaseEff effector
during playback.
Left/Right Leg Pull
- Left/Right Knee Pull
-
Sets the extent to which the left or right knee
is attracted to its LeftLegEff or RightLegEff effector during playback.
- Left/Right Foot Pull
-
Sets the extent to which the left or right foot
is attracted to its LeftFootEff or RightFootEff effector during
playback.
- Left/Right Toe Base
Pull
-
Sets the extent to which the left or right toe
base is attracted to its LeftToeBaseEff or RightToeBaseEff effector
during playback.
Roll Attributes
Roll Extraction Mode
Specifies how much of the arms’ or legs’ limb rotations
are transferred to their roll bones rather than their elbows and
knees. The
roll extraction attributes let you specify which bones in your character’s
skeleton receive a percentage of your FBIK effectors’ roll axis
movements. For example, if your model’s forearm includes a roll
bone, you can transfer part of the roll animation from the elbow
to the forearm roll bone using the Left or Right
Fore Arm Roll Mode attributes. The purpose of Roll Extraction
Mode is to simulate the way real biped and quadruped
limbs rotate.
A roll extraction of 1 transfers all the roll
from the shoulders, wrists, hips, or ankles to the roll joints in
their limbs when they rotate. A roll extraction of 0.5 equally distributes
the roll from the shoulders, wrists, hips, or ankles between the
roll joints and their elbows and knees. A roll extraction of 0 transfers
none of the roll to the roll joints, rotating only the elbows and
knees when the shoulders, wrists, hips, or ankles rotate. The default Roll
Extraction Mode is 0.6.
Left/Right Arm Roll Mode
When on, the roll extraction for the left or
right upper arms is active.
- Left/Right Arm Roll
-
Sets how much roll is transferred from the right or
left shoulders to their limbs’ elbows and upper arm roll joints.
Left/Right Fore Arm Roll Mode
When on, the roll extraction for the left or
right fore arms is active.
- Left/Right Fore Arm
-
Sets how much roll is transferred from the right or
left wrists to their limbs’ elbows and forearm roll joints.
Left/Right Up Leg Roll Mode
When on, the roll extraction for the left or
right upper legs is active.
- Left/Right Up Leg Roll
-
Sets how much roll is transferred from the right or
left hips to their limbs’ knees and upper leg roll joints.
Left/Right Leg Roll Mode
When on, the roll extraction for the left or
right lower legs is active.
- Left/Right Leg Roll
-
Sets how much roll is transferred from the right or
left ankles to their limbs’ knees and lower leg roll joints.
Stiffness Attributes
Sets the stiffness of your character’s limbs
during playback. Stiffness determines the extent
to which your character’s body parts resist being manipulated. For
example, with Stiffness you can exaggerate or slow down the movements
of quickly moving body parts such as the legs.
Stiffness only affects rotation and
it is only used by the hikSolver during
playback—not during interaction.
- A Stiffness of
1 applies full stiffness to the body part. This means that the body
part will be stiff, it will resist transformation, and it will try
to maintain its initial FK angles.
- A Stiffness of
0.5 applies an average between fully stiff and fully fluid movement
to the body part. This means the movement of the body part will
start off slow and gradually speed up.
- A Stiffness of
0 applies no stiffness to the body part. This means that the body
part will move fluidly and constantly without a slow start.
The default Stiffness values
are set to replicate human movements.
- Neck Stiffness
-
Sets the amount of resistance for the body parts affected
by the HeadEff FBIK effector.
- Chest Stiffness
-
Sets the amount of resistance for the body parts affected
by the NeckEff FBIK effector.
- Spine Stiffness
-
Sets the amount of resistance for the body parts affected
by the SpineEff FBIK effector.
Left/Right Arm Stiffness
- Left/Right Shoulder Stiffness
-
Sets the amount of resistance for the body parts affected
by the LeftArmEff or RightArmEff FBIK effectors.
- Left/Right Arm Stiffness
-
Sets the amount of resistance for the body parts affected
by the LeftForeArmEff or RightForeArmEff FBIK effectors.
- Left/Right Elbow Max Extension
-
Dampens the left or right arm as it fully extends to
prevent limb snapping. The higher the value, the more gradual the
limb extends. By default, a value of 0.5 corrects most limb snapping.
- Left/Right Elbow Compression
Factor
-
Changes the stiffness of the extended left or right
arm as it contracts or closes. A value of 1 will causes the extended
left or right arm to not bend, but instead push the chest of the character,
moving the character.
Compression is only used when pulling the arm out,
not when pushing it in.
Hips Stiffness
- Hips Stiffness
-
Sets the amount of resistance for the body parts affected
by the HipsEff FBIK effector.
- Hips Enforce Gravity
-
When a value greater than 0, the character will try
to adjust its pose while leaning forward to minimize the appearance
of falling over. This is done by forcing the character’s hips to
move up and down and stay positioned between its feet. Hips
Enforce Gravity is set to 0.6 by default. Hip Stiffness must
be set to a value other than 0 for Enforce Gravity to
have any effect.
Left/Right Leg Stiffness
- Left/Right Leg Stiffness
-
Sets the amount of resistance for the body parts affected
by the LeftLegEff or RightLegEff FBIK effectors.
- Left/Right Knee Max Extension
-
Dampens the left or right leg as it fully extends to
prevent limb snapping. The higher the value, the more gradual the
limb extends. By default, a value of 0.5 corrects most limb snapping.
- Left/Right Knee Compression
Factor
-
Changes the stiffness of the extended left or right
leg as it contracts or closes. A value of 1 will causes the extended
left or right leg to not bend, but instead push the chest of the
character, moving the character.
Compression is only used when pulling the leg out,
not when pushing it in.
Kill Pitch Attributes
Turns off rotation along the pitch axis for
the current effector. This means that the elbows or knees of your
character will no longer rotate in the pitch axis when its body
parts are manipulated.
The pitch axis is the axis that points sideways
from the bone. For example, for a FBIK effector with a XYZ orientation,
the positive X-axis would point into the effector’s bone and towards
its first child joint, the Y-axis would point at right angles to
the X-axis and Z-axis, and the Z-axis would point sideways from
the joint and its bone. In this instance, the Z-axis is the pitch
axis.
- Left/Right Elbow Kill Pitch
-
When on, the pitch axis for the left or right elbows
is turned off.
- Left/Right Knee Kill Pitch
-
When on, the pitch axis for the left or right knees
is turned off.
Finger Tip Sizes
The Fingers floor
contacts are radius values around the tips of each of your character’s
fingers rather than the expected floor contact markers. The larger the
finger contact values, the fatter and longer your character’s fingers
are to the hikSolver.
NoteWhen using Fingers Contact,
do not also use Hands Contact, as it will override
your finger floor contact.
- Left/Right Hand Thumb Tip
-
Sets the size of the left or right thumb floor contact
radius.
- Left/Right Hand Index Tip
-
Sets the size of the left or right index finger
floor contact radius.
- Left/Right Hand Middle Tip
-
Sets the size of the left or right middle finger floor
contact radius.
- Left/Right Hand Ring Tip
-
Sets the size of the left or right ring finger
floor contact radius.
- Left/Right Hand Pinky Tip
-
Sets the size of the left or right pinky finger
floor contact radius.
- Left/Right Hand Extra Finger
Tip
-
Sets the size of the left or right extra finger
floor contact radius.
Toe Tip Sizes
The Toes floor
contacts are radius values around the tips of each of your character’s
toes rather than the expected floor contact markers. The larger
the toe contact values, the fatter and longer your character’s toes
are to the hikSolver.
NoteWhen using Toes Contact,
do not also use Feet Contact as it will override
your toes floor contact.
- Left/Right Foot Thumb Tip
-
Sets the size of the left or right big toe floor contact
radius.
- Left/Right Foot Index Tip
-
Sets the size of the left or right index toe
floor contact radius.
- Left/Right Foot Middle Tip
-
Sets the size of the left or right middle toe
floor contact radius.
- Left/Right Foot Ring
Tip
-
Sets the size of the left or right ring toe
floor contact radius.
- Left/Right Foot Pinky Tip
-
Sets the size of the left or right pinky toe
floor contact radius.
- Left/Right Foot Extra Finger
Tip
-
Sets the size of the left or right extra toe
floor contact radius.