For more information,
see
Help > Node and Attribute Reference.
Joint
Draw Style
Lets you set how
the joint is drawn in the scene view. By default, the connection between
neighboring joints is drawn as a bone object. See
Change joint display options.
- Bone
-
The default drawing style.
Joints are connected with bone objects.
- Multi-child as Box
-
For joints with multiple
child joints, draw joints as boxes.
NoteOnly the bones of
a joint with more than one child joint chain can display as a box
rather than as bones. Multiple child-joint hierarchies typically
occur at the upper back and root.
Boxes can be a useful
way to represent parent joints such as the pelvis or shoulders.
- Circle
-
Select this option to
draw joints as circles. If the joint has one child, the circle points
in the direction of the child. If the joint has more than one child,
use the CircleXY, CircleXZ,
or CircleYZ drawing styles to
set which way the circle faces.
- CircleXY
-
Draw joints as circles
facing the plane defined by the XY axes.
- CircleXZ
-
Draw joints as circles
facing the plane defined by the XZ axes.
- CircleYZ
-
Select to draw joints
as circles facing the plane defined by the YZ axes.
- Stick
-
Draw bones as solid stick-like
objects.
- Square
-
Select this option to
draw bones as squares. If the joint has one child, the square points
in the direction of the child. If the joint has more than one child,
use the SquareXY, SquareXZ,
or SquareYZ drawing styles to
set which way the square faces.
- SquareXY
-
Draw joints as squares
facing the plane defined by the XY axes.
- SquareXZ
-
Draw joints as squares
facing the plane defined by the XZ axes.
- SquareYZ
-
Draw joints as squares
facing the plane defined by the YZ axes.
- Radius
-
Specifies the radius
or size of individual joints.
For more information
on joint radii, see
Bone Radius Settings.
- Degrees of Freedom
-
Specifies which of its
local axes the joint can rotate about during inverse kinematics
(IK) posing and animation. X, Y, and Z are on by default.
- Stiffness
-
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.
Note
- For Stiffness to
work properly, the joint chain needs to have more than two bones.
- IK solver calculations for Stiffness can
require a little more time than they usually require, so use stiffness
only when its effect really needed.
- Joint
stiffness with IK is difficult to control. The current joint stiffness
algorithm works like a set of springs might work on the joints.
While it is easy to say how it works, it is very difficult to control.
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.
- Preferred Angle
-
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.
- Joint Orient
-
Specifies the orientation
of the joint’s local rotation axis.
- Segment Scale Compensate
-
When this attribute is
on, the joint compensates for the scaling of its parent joint, and
so is not affected. When off, the joint’s scaling is affected by
the scaling of its parent joint. Default is on.
NoteThis
option is turned off automatically if you load an FBIK rig. Turning
Segment
Scale Compensate on when working with an FBIK rig can
result in out-of-scale joints or segments of geometry. See
Troubleshoot full body IK for
more information.
Joint Labelling
Specifies the label settings
for the current joint.
Side
Specifies a side label
for the current joint.
- Center
-
Applies the Center side
label to the selected joint.
- Left
-
Applies the Left side
label to the selected joint. For a symmetrical skeleton, all the
joints on the left side of the skeleton should have the Left side label.
- Right
-
Applies the Right side
label to the selected joint. For a symmetrical skeleton, all the
joints on the right side of the skeleton should have the Right side
label.
- None
-
Applies the None side
label to the selected joint. When a joint is labeled None,
then it is not included in the retarget.
Type
Specifies a type label
for the current joint.
- None
-
Sets the type label of
the current joint to None. When a joint is labeled None,
then it is not included in the retarget.
- Root
-
Sets the type label of
the current joint to Root.
- Foot
-
Sets the type label of
the current joint to Foot.
- Hip
-
Sets the type label of
the current joint to Hip.
- Knee
-
Sets the type label of
the current joint to Knee.
- Toe
-
Sets the type label of
the current joint to Toe.
- Spine
-
Sets the type label of
the current joint to Spine.
- Head
-
Sets the type label of
the current joint to Head.
- Neck
-
Sets the type label of
the current joint to Neck.
- Collar
-
Sets the type label of
the current joint to Collar.
- Shoulder
-
Sets the type label of
the current joint to Shoulder.
- Elbow
-
Sets the type label of
the current joint to Elbow.
- Hand
-
Sets the type label of
the current joint to Hand.
- Finger
-
Sets the type label of
the current joint to Finger.
- Thumb
-
Sets the type label of
the current joint to Thumb.
- PropA
-
Sets the type label of
the current joint to PropA.
- PropB
-
Sets the type label of
the current joint to PropB.
- PropC
-
Sets the type label of
the current joint to PropC.
- Other
-
Sets the type label specified
in the Other Type field to the selected
joint.
- Index Finger
-
Sets the type label of
the current joint to Index Finger.
- Middle Finger
-
Sets the type label of
the current joint to Middle Finger.
- Ring Finger
-
Sets the type label of
the current joint to Ring Finger.
- Pinky Finger
-
Sets the type label of
the current joint to Pinky Finger.
- Extra Finger
-
Sets the type label of
the current joint to Extra Finger.
- Big Toe
-
Sets the type label of
the current joint to Big Toe.
- Index Toe
-
Sets the type label of
the current joint to Index Toe.
- Middle Toe
-
Sets the type label of
the current joint to Middle Toe.
- Ring Toe
-
Sets the type label of
the current joint to Ring Toe.
- Pinky Toe
-
Sets the type label of
the current joint to Pinky Toe.
- Extra Toe
-
Sets the type label of
the current joint to Extra Toe.
- Other Type
-
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.
- Draw Label
-
When on, the current
joint’s label is visible in the scene view.
Joint Rotation Limit
Damping
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.
- Min Damp Range
-
Specifies the angles
(relative to the minimum joint limit angles) at which resistance
begins to occur.
- Max Damp Range
-
Specifies the angles
(relative to the maximum joint limit angles) at which resistance
begins to occur.
- Min Damp Strength and Max
Damp Strength
-
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.