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.