The Limit controller lets you specify upper and lower limits to available controller values, thus restricting the potential value range of the controlled track. For example, in a character rig you could use this to restrict rotation on finger joints so the fingers can't bend backward. Basically, once a track is limited, and the limit is active, you can't set a value for the track beyond the limit.
You can apply a Limit controller to most other controller types; the limited controller (that is, the original controller) then appears as a child of the Limit controller in the Track View hierarchy.
The Limit controller lets you specify upper and lower limits to available controller values, thus restricting the potential value range of the controlled track. For example, in a mechanical assembly you could use this to restrict rotation on a part so that it doesn't rotate beyond its standard range of motion. Basically, once a track is limited, and the limit is active, you can't set a value for the track beyond the limit. You can apply a Limit controller to any other type of controller; the limited controller (that is, the original controller) then appears as a child of the Limit controller in the Track View hierarchy.
Because the Limit controller doesn't change the original controller, you can easily switch back and forth between the original and the limited animation by toggling the limits. But if you collapse the Limit controller, the result is the limited animation, and the original animation is no longer available.
Use of the Limit controller makes it faster to set up and create animation. It eliminates the need for expressions or scripts to do the same thing, this improving the ease with which you can set up automation in hierarchies and rigs, creating effects such as avoiding collision, FK joint limits, etc.
For example, a Technical Director might want to assign limits to float values that animators will adjust to make posing easier, enforce standards, or prevent inconsistencies and mistakes. A TD could use limits for:
Character riggers can use limits to create complex relationships or shortcuts in rigs. Examples include:
Following is a brief list of examples of specific uses for the Limit controller:
Be aware of the following limitations of Limit controllers:
Example: To use the Limit controller:
In this example, the teapot position was animated on the X axis between extents of about –45 to 40, and on the Y axis between extents of about –80 and 54.
This opens the Float Limit Controller dialog, where you can set limits and other values, but you might find it easier to do this interactively, so for now just accept the defaults by closing the dialog.
The track retains its original name (X Position, in this example), but the icon has changed to indicate that it's now a Limit controller, and is expandable (see illustration in following step).
The hierarchy contains a child track, named Limited Controller, and a new, expandable child branch named Limits.
Because the original X-axis movement falls within the default limits, the two tracks are identical.
The graph curve is now clipped below the lower limit. When you scrub the animation, the object doesn't move beyond that position.
In this example, we've set it at about 13. The graph curve is now clipped above the upper limit and below the lower limit. The resulting motion is likewise constrained.
The motion on the X axis is limited at both extremes; wherever the object originally moved beyond the limits, it now behaves as though it's hitting a wall.
The Limit Controller (X Position) track clearly shows the upper and lower clipping, while the Limited Controller track shows the original motion.
The original motion still exists as the Limited Controller track; you can restore it temporarily by toggling the Limit controller.
Now, when you scrub the animation, the object moves as before.
You can copy the Limit controller in two ways: the limits only, or the limits and motion combined. First, you'll copy the limits only.
Now the Y Position track is also limited, using the same extents as the X Position track, but retaining its original underlying motion. To verify this, compare the Y Position track with its child Limited Controller track.
Next, you'll copy the entire limited X Position track to the Z Position track, including motion and limits. The Z Position track currently is not animated.
Compare the X and Z Position tracks and both their child Limited Controller tracks. Each corresponding pair of curves is identical. The motion appears as though the object is hitting the inside edge of a box.
Finally, we'll cover the Smoothing Buffer settings. By default, sharp corners are created wherever a curve is limited, causing abrupt changes in motion. You can smooth off these corners with the Smoothing Buffer parameters, resulting in more natural-looking motion.
This reopens the Float Limit Controller dialog.
As you increase the value, the corners of the upper limit on the graph become smoother.
Note that there's an upper limit to this value; in this case, it's 34.973. This limit is determined by the values of the other three settings on the dialog.
Now you get smoothing at both the upper and lower limits.
The Limit Controller interface comprises the Float Limit Controller dialog and several-right-click menu items.
The Float Limit Controller dialog opens when you first assign the Limit controller, or when you right-click a highlighted Limit-controller track and choose Properties.
Toggles the Limit controller. When off, the original values of the limited track are in effect. When on, the original values are limited by the Upper Limit and Lower Limit values.
You can animate this value via keyframing and other standard methods, and manipulate this animation in Track View via the Upper Limit track in the controller's Limits branch.
The maximum total smoothing is determined by the Upper and Lower Limit values. (Upper Limit Smoothing Buffer value) + (Lower Limit Smoothing Buffer value) cannot exceed this total. For the smoothest possible results at the upper and lower extents of the clipping, set either Smoothing Buffer value to the maximum amount, and then back it off to half that value and set the other Smoothing Buffer to the same amount.
You can animate the Smoothing Buffer value via keyframing and other standard methods, and manipulate this animation in Track View via the Upper Smoothing track in the controller's Limits branch.
You can animate this value via keyframing and other standard methods, and manipulate this animation in Track View via the Lower Limit track in the controller's Limits branch.
The maximum total smoothing is determined by the Upper and Lower Limit values. (Upper Limit Smoothing Buffer value) + (Lower Limit Smoothing Buffer value) cannot exceed this total. For the smoothest possible results at the upper and lower extents of the clipping, set either Smoothing Buffer value to the maximum amount, and then back it off to half that value and set the other Smoothing Buffer to the same amount.
You can animate the Smoothing Buffer value via keyframing and other standard methods, and manipulate this animation in Track View via the Lower Smoothing track in the controller's Limits branch.
To access the Limit Controller right-click menu, highlight a Limit Controller track in the Track View hierarchy, and then right-click the track and move the cursor to the Controllers quadrant Limit Controller menu item.
As with pasting copied controller tracks, you can paste the Limit values as a copy or an instance of the copied Limit controller, with the option to replace all instances of the paste target.