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 the right or left
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 the right or left 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 the right or left 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 the right or left 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.