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.