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.