hikHandle
 
 
 

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.