For more information, see Help > Node and Attribute Reference.
Draw Style
Specifies how the current joint is drawn in the scene view. These attributes are only applicable to the highest joint in a joint chain. For example, the highest joint in an entire skeleton is the root.
Specifies the radius or size of individual joints.
For more information on joint radii, see Bone Radius Settings.
Specifies the current joint’s resistance to rotation during posing. You set stiffness for each axis (X, Y, Z) separately. For example, a wrist joint moves more freely bending toward the forearm than it does from side to side. So, you can set the Stiffness value in the plane perpendicular to the forearm (most often the Y-axis) to reduce its mobility in that plane.
The effect of the X, Y and Z Stiffness values is relative to the values assigned to other joints in the joint chain. For example, in a joint chain with two joints, if joint1 has a Stiffness of 1.0 and joint2 has 2.0, joint2 will be twice as stiff as joint1. With stiffness set to 0, no stiffness is specified. In general, this is the recommended setting for all of a skeleton’s joints.
Since the Stiffness values for joints are relative to the values for all the other joints in the joint chain, when you set the Stiffness for at least one of the joints, you should also set the Stiffness values for the other joints in the chain so that they do not have the default (0). For example, you might set the Stiffness values for all the joints in the chain to 1, and then set the Stiffness values for the very stiff joints to 2 (twice as stiff as the rest), or 3 (three times as stiff), and so forth. If some of the joints in the chain still have the default setting of 0, the joints may lock up during IK posing.
Specifies how an inverse kinematics joint prefers to rotate during IK posing.
The IK solver often can rotate a joint in a number of different ways in order for the last joint to reach the goal.
Depending on how you want your character to move, some rotations are more appropriate than others. You need to identify the preferred angles for your character’s actions. Two types of IK solvers, the single chain IK solver and the rotate plane IK solver, will then give those angles priority over other possible angles during joint rotation. The angles you give priority to are the preferred angles.
Specifies the label settings for the current joint.
Lets you define a custom label type for the current joint. For example, using the Other Type field you can label a dog skeleton’s tail joint as Tail(None). Only available when Type is set to Other.
Sets the damping range for the current joint. You can set joint damping when you want a joint to slow down when it approaches its defined limits. You need at least three joints for damping to work properly.
Specifies the amount of increasing resistance within the Min Damp Range and the Max Damp Range. Values can range from 0, which takes the joint all the way to its limit with no resistance, to 100, which halts the joint at the outer edge of the damp range. A value of 50 would specify a gradually increasing resistance as the joint rotates past the Min Damp Range angle.