Property Descriptions

Module description

This section offers brief descriptions of all character properties contained in each HIKPropertySetState.

For detailed information, including default and accepted values, see Character Properties.

Enumerations

enum  HIKProperty {
  HIKForceActorSpaceId, HIKScaleCompensationId, HIKMassCenterCompensationId, HIKAnkleHeightCompensationId,
  HIKAnkleProximityCompensationId, HIKHipsHeightCompensationId, HIKReachActorLeftAnkleId, HIKReachActorRightAnkleId,
  HIKReachActorChestId, HIKReachActorLeftWristId, HIKReachActorRightWristId, HIKReachActorLeftKneeId,
  HIKReachActorRightKneeId, HIKReachActorHeadId, HIKReachActorLeftElbowId, HIKReachActorRightElbowId,
  HIKReachActorLeftAnkleRotationId, HIKReachActorRightAnkleRotationId, HIKReachActorHeadRotationId, HIKReachActorLeftWristRotationId,
  HIKReachActorRightWristRotationId, HIKReachActorLeftFingerBaseId, HIKReachActorRightFingerBaseId, HIKReachActorLeftToesBaseId,
  HIKReachActorRightToesBaseId, HIKReachActorLeftFingerBaseRotationId, HIKReachActorRightFingerBaseRotationId, HIKReachActorLeftToesBaseRotationId,
  HIKReachActorRightToesBaseRotationId, HIKReachActorChestRotationId, HIKReachActorLowerChestRotationId, HIKReachActorLeftHandThumbId,
  HIKReachActorLeftHandIndexId, HIKReachActorLeftHandMiddleId, HIKReachActorLeftHandRingId, HIKReachActorLeftHandPinkyId,
  HIKReachActorLeftHandExtraFingerId, HIKReachActorRightHandThumbId, HIKReachActorRightHandIndexId, HIKReachActorRightHandMiddleId,
  HIKReachActorRightHandRingId, HIKReachActorRightHandPinkyId, HIKReachActorRightHandExtraFingerId, HIKReachActorLeftFootThumbId,
  HIKReachActorLeftFootIndexId, HIKReachActorLeftFootMiddleId, HIKReachActorLeftFootRingId, HIKReachActorLeftFootPinkyId,
  HIKReachActorLeftFootExtraFingerId, HIKReachActorRightFootThumbId, HIKReachActorRightFootIndexId, HIKReachActorRightFootMiddleId,
  HIKReachActorRightFootRingId, HIKReachActorRightFootPinkyId, HIKReachActorRightFootExtraFingerId, HIKFootFloorContactId,
  HIKFootBottomToAnkleId, HIKFootBackToAnkleId, HIKFootMiddleToAnkleId, HIKFootFrontToMiddleId,
  HIKFootInToAnkleId, HIKFootOutToAnkleId, HIKHandFloorContactId, HIKHandBottomToWristId,
  HIKHandBackToWristId, HIKHandMiddleToWristId, HIKHandFrontToMiddleId, HIKHandInToWristId,
  HIKHandOutToWristId, HIKHandContactTypeId, HIKHandFingerContactId, HIKHandFingerContactModeId,
  HIKFootContactTypeId, HIKFootFingerContactId, HIKFootFingerContactModeId, HIKLeftUpLegRollId,
  HIKLeftLegRollId, HIKRightUpLegRollId, HIKRightLegRollId, HIKLeftArmRollId,
  HIKLeftForeArmRollId, HIKRightArmRollId, HIKRightForeArmRollId, HIKMirrorId,
  HIKLeftKneeKillPitchId, HIKRightKneeKillPitchId, HIKLeftElbowKillPitchId, HIKRightElbowKillPitchId,
  HIKCtrlPullLeftFootId, HIKCtrlPullRightFootId, HIKCtrlPullLeftHandId, HIKCtrlPullRightHandId,
  HIKCtrlPullHeadId, HIKCtrlPullLeftToeBaseId, HIKCtrlPullLeftKneeId, HIKCtrlPullRightToeBaseId,
  HIKCtrlPullRightKneeId, HIKCtrlPullLeftFingerBaseId, HIKCtrlPullLeftElbowId, HIKCtrlPullRightFingerBaseId,
  HIKCtrlPullRightElbowId, HIKCtrlChestPullLeftHandId, HIKCtrlChestPullRightHandId, HIKCtrlResistHipsPositionId,
  HIKCtrlEnforceGravityId, HIKCtrlResistHipsOrientationId, HIKCtrlResistChestPositionId, HIKCtrlResistChestOrientationId,
  HIKCtrlResistLeftCollarId, HIKCtrlResistRightCollarId, HIKCtrlResistLeftKneeId, HIKCtrlResistRightKneeId,
  HIKCtrlResistLeftElbowId, HIKCtrlResistRightElbowId, HIKCtrlSpineStiffnessId, HIKHipsTOffsetXId,
  HIKHipsTOffsetYId, HIKHipsTOffsetZId, HIKChestTOffsetXId, HIKChestTOffsetYId,
  HIKChestTOffsetZId, HIKFootAutomaticToesId, HIKFootFloorPivotId, HIKPostureId,
  HIKHandAutomaticFingersId, HIKHandFloorPivotId, HIKCtrlNeckStiffnessId, HIKHipsTranslationModeId,
  HIKFingerSolvingId, HIKFootContactStiffnessId, HIKCtrlResistMaximumExtensionLeftKnee, HIKCtrlResistMaximumExtensionRightKnee,
  HIKCtrlResistMaximumExtensionLeftElbow, HIKCtrlResistMaximumExtensionRightElbow, HIKCtrlResistCompressionFactorLeftKnee, HIKCtrlResistCompressionFactorRightKnee,
  HIKCtrlResistCompressionFactorLeftElbow, HIKCtrlResistCompressionFactorRightElbow, HIKHandFingerContactRollStiffness, HIKFootFingerContactRollStiffness,
  HIKHandContactStiffness, HIKRollExtractionMode, HIKPullIterationCount, HIKLeftHandThumbTip,
  HIKLeftHandIndexTip, HIKLeftHandMiddleTip, HIKLeftHandRingTip, HIKLeftHandPinkyTip,
  HIKLeftHandExtraFingerTip, HIKRightHandThumbTip, HIKRightHandIndexTip, HIKRightHandMiddleTip,
  HIKRightHandRingTip, HIKRightHandPinkyTip, HIKRightHandExtraFingerTip, HIKLeftFootThumbTip,
  HIKLeftFootIndexTip, HIKLeftFootMiddleTip, HIKLeftFootRingTip, HIKLeftFootPinkyTip,
  HIKLeftFootExtraFingerTip, HIKRightFootThumbTip, HIKRightFootIndexTip, HIKRightFootMiddleTip,
  HIKRightFootRingTip, HIKRightFootPinkyTip, HIKRightFootExtraFingerTip, HIKRealisticShoulder,
  HIKLeftLegMaxExtensionAngle, HIKRightLegMaxExtensionAngle, HIKLeftArmMaxExtensionAngle, HIKRightArmMaxExtensionAngle,
  HIKExtraCollarRatioId, HIKCollarStiffnessX, HIKCollarStiffnessY, HIKCollarStiffnessZ,
  HIKReachActorLeftShoulderId, HIKReachActorRightShoulderId, HIKFingerPropagationId, HIKRealisticLeftKneeSolvingId,
  HIKRealisticRightKneeSolvingId, HIKStretchStartArmsAndLegs, HIKStretchStopArmsAndLegs, HIKSnSScaleArmsAndLegs,
  HIKSnSReachLeftWrist, HIKSnSReachRightWrist, HIKSnSReachLeftAnkle, HIKSnSReachRightAnkle,
  HIKSnSScaleSpine, HIKSnSScaleSpineChildren, HIKSnSReachChestEnd, HIKSnSScaleNeck,
  HIKSnSReachHead, HIKLeftUpLegRollExId, HIKLeftLegRollExId, HIKRightUpLegRollExId,
  HIKRightLegRollExId, HIKLeftArmRollExId, HIKLeftForeArmRollExId, HIKRightArmRollExId,
  HIKRightForeArmRollExId, HIKTopSpineCorrectionId , HIKSnSSmoothReach, HIKLockXId ,
  HIKRealisticArmSolvingId, HIKLastPropertyId
}
 Lists all character properties contained in the HIKPropertySetState. More...
 

Enumeration Type Documentation

Lists all character properties contained in the HIKPropertySetState.

Enumerator
HIKForceActorSpaceId 

This property constrains the positions in space of the target character's limbs to those of the selected source, even when the source and target have different dimensions. For example, when retargeting a walking animation from a smaller character to a larger character, the larger character will take steps the same size as the smaller character, without adjusting those steps to its own larger size.

Remarks
Used by HIKSolveForCharacter only
HIKScaleCompensationId 

Compensates for the difference in action space between source and target characters. It moves the target character's feet and legs with the movement of the source's feet, but makes adjustments to the feet and leg movements based on differences in scale. When the HIKForceActorSpaceId property is active, Scale Compensation is constrained to 100%.

Remarks
Used by HIKSolveForCharacter only
HIKMassCenterCompensationId 

Smooths leg movements by preventing a Character's hips from pulling down too quickly when the legs are moving. This also prevents heavy footfalls.

Remarks
Used by HIKSolveForCharacter only
HIKAnkleHeightCompensationId 

If your source and target character have their ankles at different heights above the floor, use this property to specify the difference between their ankle heights.

Remarks
Used by HIKSolveForCharacter only
HIKAnkleProximityCompensationId 

Adjusts the spacing between the left and right ankles of the target character relative to the source character.

Remarks
Used by HIKSolveForCharacter only
HIKHipsHeightCompensationId 

Adjusts the height of the target character's hips.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftAnkleId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightAnkleId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorChestId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftWristId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightWristId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftKneeId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightKneeId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorHeadId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftElbowId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightElbowId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftAnkleRotationId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightAnkleRotationId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorHeadRotationId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftWristRotationId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightWristRotationId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftFingerBaseId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightFingerBaseId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftToesBaseId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightToesBaseId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftFingerBaseRotationId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightFingerBaseRotationId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftToesBaseRotationId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightToesBaseRotationId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorChestRotationId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLowerChestRotationId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftHandThumbId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftHandIndexId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftHandMiddleId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftHandRingId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftHandPinkyId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftHandExtraFingerId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightHandThumbId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightHandIndexId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightHandMiddleId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightHandRingId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightHandPinkyId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightHandExtraFingerId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftFootThumbId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftFootIndexId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftFootMiddleId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftFootRingId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftFootPinkyId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorLeftFootExtraFingerId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightFootThumbId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightFootIndexId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightFootMiddleId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightFootRingId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightFootPinkyId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightFootExtraFingerId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKFootFloorContactId 

Activates the floor contact engine for the character's feet.

HIKFootBottomToAnkleId 

Defines the distance from the ankle to the bottom of the model's foot.

HIKFootBackToAnkleId 

Defines the distance from the ankle to the back of the model's foot.

HIKFootMiddleToAnkleId 

Defines the distance from the ankle to the middle of the model's foot (its ball, or toe base).

HIKFootFrontToMiddleId 

Defines the distance from the ankle to the front end of the model's toes.

HIKFootInToAnkleId 

Defines the distance from the ankle to the inside edge of the model's foot (the instep).

HIKFootOutToAnkleId 

Defines the distance from the ankle to the outside edge of the model's foot.

HIKHandFloorContactId 

Activates the floor contact engine for the character's hands.

HIKHandBottomToWristId 

Defines the distance from the wrist to the bottom of the model's hand.

HIKHandBackToWristId 

Defines the distance from the wrist to the back of the model's hand.

HIKHandMiddleToWristId 

Defines the distance from the wrist to the middle of the model's hand (its knuckles, or finger base).

HIKHandFrontToMiddleId 

Defines the distance from the wrist to the front end of the model's fingers.

HIKHandInToWristId 

Defines the distance from the wrist to the inside edge of the model's hand (the side of the thumb).

HIKHandOutToWristId 

Defines the distance from the wrist to the outside edge of the model's hand (the side with the pinky).

HIKHandContactTypeId 

Sets the contact type for the character's hands, which defines the number and orientation of the markers used to define the outline of the character's hands. The value may be any of the following:

  • 0 (Normal): Six markers define each hand's floor contact. The middle markers should define where the fingers begin.
  • 1 (Wrist): Four markers define each hand's floor contact.
  • 2 (FingerBase): Four markers define each hand's floor contact.
  • 3 (Hoof): Four markers define each hand's floor contact, but the points are oriented at a 90 degree angle, letting you define the floor contact for animal types with hooves, such as horses. These contact markers allow for 180 degrees of movement.
HIKHandFingerContactId 

Activates the floor contact engine for your character's fingers.

HIKHandFingerContactModeId 

Determines the behavior of the fingers when they make contact with the floor. The value may be any of the following:

  • 0 (Sticky): Each finger sticks to the floor exactly where contact is made.
  • 1 (Spread): Spreads the fingers 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.
  • 2 (Sticky and Spread): Averages the finger behaviour between both Sticky and Spread.
HIKFootContactTypeId 

Sets the contact type for the character's feet, which defines the number and orientation of the markers used to define the outline of the character's feet. The value may be any of the following:

  • 0 (Normal): Six markers define each foot's floor contact. The middle markers should define where the toes begin.
  • 1 (Ankle): Four points define each foot's floor contact.
  • 2 (ToeBase): Four points define each foot's floor contact.
  • 3 (Hoof): Four points define each foot's floor contact, but the points are oriented at a 90 degree angle, letting you define the floor contact for animal types with hooves, such as horses. These contact markers allow for 180 degrees of movement.
HIKFootFingerContactId 

Activates the floor contact engine for your character's toes.

HIKFootFingerContactModeId 

Lets you choose the behavior of the toes when they make contact with the floor. The value may be any of the following:

  • 0 (Sticky): Each toe sticks to the floor exactly where contact is made.
  • 1 (Spread): Spreads the toes 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.
  • 2 (Sticky and Spread): Averages the toe behaviour between both Sticky and Spread.
HIKLeftUpLegRollId 

The Roll properties adjust the way roll rotations on the shoulders, elbows, hips and knees are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderNodeId, the HIKLeftArmRollId property determines how much of that rotation is extracted and applied to the next Node in the hierarchy: i.e. the optional LeftShoulderRollNodeId if characterized, or to the LeftElbowNodeId otherwise. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the original Node to its child.
  • At 50%, the roll is equally distributed between the original Node and its child.
  • At 0%, none of the roll is transferred to the child, moving only the original Node.
HIKLeftLegRollId 

The Roll properties adjust the way roll rotations on the shoulders, elbows, hips and knees are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderNodeId, the HIKLeftArmRollId property determines how much of that rotation is extracted and applied to the next Node in the hierarchy: i.e. the optional LeftShoulderRollNodeId if characterized, or to the LeftElbowNodeId otherwise. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the original Node to its child.
  • At 50%, the roll is equally distributed between the original Node and its child.
  • At 0%, none of the roll is transferred to the child, moving only the original Node.
HIKRightUpLegRollId 

The Roll properties adjust the way roll rotations on the shoulders, elbows, hips and knees are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderNodeId, the HIKLeftArmRollId property determines how much of that rotation is extracted and applied to the next Node in the hierarchy: i.e. the optional LeftShoulderRollNodeId if characterized, or to the LeftElbowNodeId otherwise. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the original Node to its child.
  • At 50%, the roll is equally distributed between the original Node and its child.
  • At 0%, none of the roll is transferred to the child, moving only the original Node.
HIKRightLegRollId 

The Roll properties adjust the way roll rotations on the shoulders, elbows, hips and knees are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderNodeId, the HIKLeftArmRollId property determines how much of that rotation is extracted and applied to the next Node in the hierarchy: i.e. the optional LeftShoulderRollNodeId if characterized, or to the LeftElbowNodeId otherwise. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the original Node to its child.
  • At 50%, the roll is equally distributed between the original Node and its child.
  • At 0%, none of the roll is transferred to the child, moving only the original Node.
HIKLeftArmRollId 

The Roll properties adjust the way roll rotations on the shoulders, elbows, hips and knees are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderNodeId, the HIKLeftArmRollId property determines how much of that rotation is extracted and applied to the next Node in the hierarchy: i.e. the optional LeftShoulderRollNodeId if characterized, or to the LeftElbowNodeId otherwise. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the original Node to its child.
  • At 50%, the roll is equally distributed between the original Node and its child.
  • At 0%, none of the roll is transferred to the child, moving only the original Node.
HIKLeftForeArmRollId 

The Roll properties adjust the way roll rotations on the shoulders, elbows, hips and knees are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderNodeId, the HIKLeftArmRollId property determines how much of that rotation is extracted and applied to the next Node in the hierarchy: i.e. the optional LeftShoulderRollNodeId if characterized, or to the LeftElbowNodeId otherwise. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the original Node to its child.
  • At 50%, the roll is equally distributed between the original Node and its child.
  • At 0%, none of the roll is transferred to the child, moving only the original Node.
HIKRightArmRollId 

The Roll properties adjust the way roll rotations on the shoulders, elbows, hips and knees are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderNodeId, the HIKLeftArmRollId property determines how much of that rotation is extracted and applied to the next Node in the hierarchy: i.e. the optional LeftShoulderRollNodeId if characterized, or to the LeftElbowNodeId otherwise. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the original Node to its child.
  • At 50%, the roll is equally distributed between the original Node and its child.
  • At 0%, none of the roll is transferred to the child, moving only the original Node.
HIKRightForeArmRollId 

The Roll properties adjust the way roll rotations on the shoulders, elbows, hips and knees are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderNodeId, the HIKLeftArmRollId property determines how much of that rotation is extracted and applied to the next Node in the hierarchy: i.e. the optional LeftShoulderRollNodeId if characterized, or to the LeftElbowNodeId otherwise. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the original Node to its child.
  • At 50%, the roll is equally distributed between the original Node and its child.
  • At 0%, none of the roll is transferred to the child, moving only the original Node.
HIKMirrorId 

Mirrors a Character's pose along the X-axis.

Remarks
Used by HIKSolveForCharacter only
HIKLeftKneeKillPitchId 

The Kill Pitch properties remove the pitch axis on the left and right knees and elbows.

HIKRightKneeKillPitchId 

The Kill Pitch properties remove the pitch axis on the left and right knees and elbows.

HIKLeftElbowKillPitchId 

The Kill Pitch properties remove the pitch axis on the left and right knees and elbows.

HIKRightElbowKillPitchId 

The Kill Pitch properties remove the pitch axis on the left and right knees and elbows.

HIKCtrlPullLeftFootId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlPullRightFootId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlPullLeftHandId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlPullRightHandId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlPullHeadId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlPullLeftToeBaseId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlPullLeftKneeId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlPullRightToeBaseId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlPullRightKneeId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlPullLeftFingerBaseId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlPullLeftElbowId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlPullRightFingerBaseId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlPullRightElbowId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlChestPullLeftHandId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlChestPullRightHandId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlResistHipsPositionId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlEnforceGravityId 

The Pull properties determine the extent to which parts of the body can pull other parts of the body during a retargeting. The effect of each Node's pull value is contingent on its Reach value. For example, if Pull is set to 100%, but Reach is set to 0%, the Pull value has no effect.

  • At 100%, the Node has full pull. It will be placed at the target point determined for it by the solver, even if the solver has to move other body parts.
  • At 50%, the Node has half pull. This means that moving other body parts that normally transform the Node will have a damping effect.
  • At 0%, the Node has no pull. This means that moving other body parts transforms the Node identically.
    Remarks
    Used by HIKSolveForCharacter only
HIKCtrlResistHipsOrientationId 

Resist is the rotation equivalent of Pull. Perhaps a more accurate way to describe "resist" is the degree to which the solver tries to preserve the initial, FK angle of a joint during a retargeting. For example, if the initial pose of a character has a bent elbow, a resist value of 0 will allow the arm to stretch during the retargeting, while a resist value of 1 will make the elbow remain bent.

Remarks
Used by HIKSolveForCharacter only
HIKCtrlResistChestPositionId 

Resist is the rotation equivalent of Pull. Perhaps a more accurate way to describe "resist" is the degree to which the solver tries to preserve the initial, FK angle of a joint during a retargeting. For example, if the initial pose of a character has a bent elbow, a resist value of 0 will allow the arm to stretch during the retargeting, while a resist value of 1 will make the elbow remain bent.

Remarks
Used by HIKSolveForCharacter only
HIKCtrlResistChestOrientationId 

Resist is the rotation equivalent of Pull. Perhaps a more accurate way to describe "resist" is the degree to which the solver tries to preserve the initial, FK angle of a joint during a retargeting. For example, if the initial pose of a character has a bent elbow, a resist value of 0 will allow the arm to stretch during the retargeting, while a resist value of 1 will make the elbow remain bent.

Remarks
Used by HIKSolveForCharacter only
HIKCtrlResistLeftCollarId 

Resist is the rotation equivalent of Pull. Perhaps a more accurate way to describe "resist" is the degree to which the solver tries to preserve the initial, FK angle of a joint during a retargeting. For example, if the initial pose of a character has a bent elbow, a resist value of 0 will allow the arm to stretch during the retargeting, while a resist value of 1 will make the elbow remain bent.

Remarks
Used by HIKSolveForCharacter only
HIKCtrlResistRightCollarId 

Resist is the rotation equivalent of Pull. Perhaps a more accurate way to describe "resist" is the degree to which the solver tries to preserve the initial, FK angle of a joint during a retargeting. For example, if the initial pose of a character has a bent elbow, a resist value of 0 will allow the arm to stretch during the retargeting, while a resist value of 1 will make the elbow remain bent.

Remarks
Used by HIKSolveForCharacter only
HIKCtrlResistLeftKneeId 

Resist is the rotation equivalent of Pull. Perhaps a more accurate way to describe "resist" is the degree to which the solver tries to preserve the initial, FK angle of a joint during a retargeting. For example, if the initial pose of a character has a bent elbow, a resist value of 0 will allow the arm to stretch during the retargeting, while a resist value of 1 will make the elbow remain bent.

Remarks
Used by HIKSolveForCharacter only
HIKCtrlResistRightKneeId 

Resist is the rotation equivalent of Pull. Perhaps a more accurate way to describe "resist" is the degree to which the solver tries to preserve the initial, FK angle of a joint during a retargeting. For example, if the initial pose of a character has a bent elbow, a resist value of 0 will allow the arm to stretch during the retargeting, while a resist value of 1 will make the elbow remain bent.

Remarks
Used by HIKSolveForCharacter only
HIKCtrlResistLeftElbowId 

Resist is the rotation equivalent of Pull. Perhaps a more accurate way to describe "resist" is the degree to which the solver tries to preserve the initial, FK angle of a joint during a retargeting. For example, if the initial pose of a character has a bent elbow, a resist value of 0 will allow the arm to stretch during the retargeting, while a resist value of 1 will make the elbow remain bent.

Remarks
Used by HIKSolveForCharacter only
HIKCtrlResistRightElbowId 

Resist is the rotation equivalent of Pull. Perhaps a more accurate way to describe "resist" is the degree to which the solver tries to preserve the initial, FK angle of a joint during a retargeting. For example, if the initial pose of a character has a bent elbow, a resist value of 0 will allow the arm to stretch during the retargeting, while a resist value of 1 will make the elbow remain bent.

Remarks
Used by HIKSolveForCharacter only
HIKCtrlSpineStiffnessId 

Defines how motion is distributed over the character's spine bones. This value must be between 0.0 and 1.0, where:

  • a value of 0.0 causes motion to be equally distributed over all spine bones.
  • a value of 1.0 causes only the base spine bone to move.
HIKHipsTOffsetXId 

The Hips and Chest Offset properties offset the translation of the character's hips and chest along each axis by the specified value.

HIKHipsTOffsetYId 

The Hips and Chest Offset properties offset the translation of the character's hips and chest along each axis by the specified value.

HIKHipsTOffsetZId 

The Hips and Chest Offset properties offset the translation of the character's hips and chest along each axis by the specified value.

HIKChestTOffsetXId 

The Hips and Chest Offset properties offset the translation of the character's hips and chest along each axis by the specified value.

HIKChestTOffsetYId 

The Hips and Chest Offset properties offset the translation of the character's hips and chest along each axis by the specified value.

HIKChestTOffsetZId 

The Hips and Chest Offset properties offset the translation of the character's hips and chest along each axis by the specified value.

HIKFootAutomaticToesId 

Specific to MotionBuilder.

HIKFootFloorPivotId 

Defines a stable point when applying floor contact. May be any of the following values:

  • 0 (Auto): Averages the Ankle and Toes modes described below.
  • 1 (Ankle): When the toes make contact with the floor, they are translated forward to keep the ankle's trajectory towards the floor constant.
  • 2 (Toes): When the toes make contact with the floor, the ankle is translated backwards to keep the toes firmly planted on the floor.
HIKPostureId 

Specific to MotionBuilder.

HIKHandAutomaticFingersId 

Specific to MotionBuilder.

HIKHandFloorPivotId 

Defines a stable point when applying floor contact. Auto, Ankle or Toes.

HIKCtrlNeckStiffnessId 

Defines how motion is distributed over the character's neck bones. This value must be between 0.0 and 1.0, where:

  • a value of 0.0 causes motion to be equally distributed over all neck bones.
  • a value of 1.0 causes only the base neck bone to move.
HIKHipsTranslationModeId 

Specifies the behavior of the HipsTranslationId Node. May be any of the following values:

HIKFingerSolvingId 

Specific to MotionBuilder.

HIKFootContactStiffnessId 

Defines how the angle of the ankle joint reacts to a floor contact.

  • At 100%, the floor contact engine cannot change the ankle rotation. This maintains the foot configuration.
  • At 0%, the ankle may be rotated freely in order to minimize floor penetration. In both cases, final corrections will be performed by translating the ankle.
HIKCtrlResistMaximumExtensionLeftKnee 

The Resist Maximum Extension properties dampen the extension of the legs and arms as they reach their maximum extensions, to prevent limb snapping. The higher the value, the more gradually the limb extends. The default value of 0.5 corrects most limb snapping.

HIKCtrlResistMaximumExtensionRightKnee 

The Resist Maximum Extension properties dampen the extension of the legs and arms as they reach their maximum extensions, to prevent limb snapping. The higher the value, the more gradually the limb extends. The default value of 0.5 corrects most limb snapping.

HIKCtrlResistMaximumExtensionLeftElbow 

The Resist Maximum Extension properties dampen the extension of the legs and arms as they reach their maximum extensions, to prevent limb snapping. The higher the value, the more gradually the limb extends. The default value of 0.5 corrects most limb snapping.

HIKCtrlResistMaximumExtensionRightElbow 

The Resist Maximum Extension properties dampen the extension of the legs and arms as they reach their maximum extensions, to prevent limb snapping. The higher the value, the more gradually the limb extends. The default value of 0.5 corrects most limb snapping.

HIKCtrlResistCompressionFactorLeftKnee 

The Resist Compression Factor properties dampen the compression of extended legs and arms as they contract or close. At 1.0 (full effect), the extended leg or arm doesn't bend inward. Instead, it pushes the character's chest, moving the character.

HIKCtrlResistCompressionFactorRightKnee 

The Resist Compression Factor properties dampen the compression of extended legs and arms as they contract or close. At 1.0 (full effect), the extended leg or arm doesn't bend inward. Instead, it pushes the character's chest, moving the character.

HIKCtrlResistCompressionFactorLeftElbow 

The Resist Compression Factor properties dampen the compression of extended legs and arms as they contract or close. At 1.0 (full effect), the extended leg or arm doesn't bend inward. Instead, it pushes the character's chest, moving the character.

HIKCtrlResistCompressionFactorRightElbow 

The Resist Compression Factor properties dampen the compression of extended legs and arms as they contract or close. At 1.0 (full effect), the extended leg or arm doesn't bend inward. Instead, it pushes the character's chest, moving the character.

HIKHandFingerContactRollStiffness 

Sets the roll stiffness of the fingers. The higher the value of this property, the less likely the character's fingers are to roll when they hit the floor, preserving the configuration of the fingers relative to each other.

HIKFootFingerContactRollStiffness 

Sets the roll stiffness of the fingers. The higher the value of this property, the less likely the character's fingers are to roll when they hit the floor, preserving the configuration of the fingers relative to each other.

HIKHandContactStiffness 

Defines how the angle of the wrist joint reacts to a floor contact.

  • At 100%, the floor contact engine cannot change the wrist rotation. This maintains the wrist configuration.
  • At 0%, the wrist may be rotated freely in order to minimize floor penetration. In both cases, final corrections will be performed by translating the wrist.
HIKRollExtractionMode 

Defines how roll extraction is performed:

  • 0 (Relative)
  • 1 (Absolute)
HIKPullIterationCount 

Sets the number of times pull is calculated. The greater the number of iterations, the more accurate the results of the pull engine. However, a higher number of iterations may decrease system performance. By default, the value of this property is set to 10.

HIKLeftHandThumbTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKLeftHandIndexTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKLeftHandMiddleTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKLeftHandRingTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKLeftHandPinkyTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKLeftHandExtraFingerTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKRightHandThumbTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKRightHandIndexTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKRightHandMiddleTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKRightHandRingTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKRightHandPinkyTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKRightHandExtraFingerTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKLeftFootThumbTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKLeftFootIndexTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKLeftFootMiddleTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKLeftFootRingTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKLeftFootPinkyTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKLeftFootExtraFingerTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKRightFootThumbTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKRightFootIndexTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKRightFootMiddleTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKRightFootRingTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKRightFootPinkyTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKRightFootExtraFingerTip 

The Tip Sizes properties adjust the size of the floor markers used to outline the character's fingertips and toe tips for the floor contact engine.

HIKRealisticShoulder 

When human shoulders rotate, they move upwards. This property emulates this behaviour by shifting rotation from the shoulder Node to the collar Node when the arms are raised.

HIKLeftLegMaxExtensionAngle 

Sets the maximum angle of extension for the Node.

HIKRightLegMaxExtensionAngle 

Sets the maximum angle of extension for the Node.

HIKLeftArmMaxExtensionAngle 

Sets the maximum angle of extension for the Node.

HIKRightArmMaxExtensionAngle 

Sets the maximum angle of extension for the Node.

HIKExtraCollarRatioId 

Defines how shoulder rotation is distributed over the collar Nodes. This value must be between 0.0 and 1.0, where:

  • 0.0: Rotation is applied totally to the base collar bone.
  • 1.0: Rotation is applied totally to the extra collar bone.
HIKCollarStiffnessX 

Sets the flexibility of the collar bones when rotating around the X, Y and Z axes. Higher values cause the collar to be stiffer and less likely to rotate around the axis; lower values cause the collar to be more flexible and more likely to rotate around the axis.

HIKCollarStiffnessY 

Sets the flexibility of the collar bones when rotating around the X, Y and Z axes. Higher values cause the collar to be stiffer and less likely to rotate around the axis; lower values cause the collar to be more flexible and more likely to rotate around the axis.

HIKCollarStiffnessZ 

Sets the flexibility of the collar bones when rotating around the X, Y and Z axes. Higher values cause the collar to be stiffer and less likely to rotate around the axis; lower values cause the collar to be more flexible and more likely to rotate around the axis.

HIKReachActorLeftShoulderId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKReachActorRightShoulderId 

The Reach properties control how closely the target character's Nodes are in the final solution to the corresponding Nodes of the source character.

Remarks
Used by HIKSolveForCharacter only
HIKFingerPropagationId 

When retargeting an animation to a target character that has more fingers or finger joints than the source character, this property causes the source character's finger movements to be applied to the target character's extra fingers and finger joints.

Remarks
Used by HIKSolveForCharacter only
HIKRealisticLeftKneeSolvingId 

When a roll rotation is applied to the character's ankle, this parameter determines the percentage of that rotation that will be extracted from the ankle and applied instead to the character's hips. This allows you to keep the character's knee and upper leg more in line with the orientation of its foot, which produces a more realistic effect in most cases.

  • At 0%, the hips are not rotated at all. All rotation is applied to the ankle.
  • At 100%, all rotation is applied to the hips instead of the ankle.
HIKRealisticRightKneeSolvingId 

When a roll rotation is applied to the character's ankle, this parameter determines the percentage of that rotation that will be extracted from the ankle and applied instead to the character's hips. This allows you to keep the character's knee and upper leg more in line with the orientation of its foot, which produces a more realistic effect in most cases.

  • At 0%, the hips are not rotated at all. All rotation is applied to the ankle.
  • At 100%, all rotation is applied to the hips instead of the ankle.
HIKStretchStartArmsAndLegs 

Sets the percentage of the arm or leg length at which those limbs can begin to stretch. For more information, see Using Squash 'n' Stretch.

HIKStretchStopArmsAndLegs 

Sets the percentage of the arm or leg length at which those limbs stop stretching freely. To avoid popping, this parameter is a soft limit: above this percentage, the limb continues to stretch at a rate that decreases exponentially. For more information, see Using Squash 'n' Stretch.

HIKSnSScaleArmsAndLegs 

Determines the amount of scaling to apply to the Nodes in the arms and legs when those limbs are squashed or stretched. For more information, see Using Squash 'n' Stretch.

HIKSnSReachLeftWrist 

Sets the stretch reach for this Node, which determines how freely the limb may stretch to reach a distant goal. In order for Squash 'n' Stretch to affect a character's arm or leg, this parameter must be greater than 0, and the Reach Translation of the wrist or hand (or ankle or foot) must also be greater than 0. For more information, see Using Squash 'n' Stretch.

HIKSnSReachRightWrist 

Sets the stretch reach for this Node, which determines how freely the limb may stretch to reach a distant goal. In order for Squash 'n' Stretch to affect a character's arm or leg, this parameter must be greater than 0, and the Reach Translation of the wrist or hand (or ankle or foot) must also be greater than 0. For more information, see Using Squash 'n' Stretch.

HIKSnSReachLeftAnkle 

Sets the stretch reach for this Node, which determines how freely the limb may stretch to reach a distant goal. In order for Squash 'n' Stretch to affect a character's arm or leg, this parameter must be greater than 0, and the Reach Translation of the wrist or hand (or ankle or foot) must also be greater than 0. For more information, see Using Squash 'n' Stretch.

HIKSnSReachRightAnkle 

Sets the stretch reach for this Node, which determines how freely the limb may stretch to reach a distant goal. In order for Squash 'n' Stretch to affect a character's arm or leg, this parameter must be greater than 0, and the Reach Translation of the wrist or hand (or ankle or foot) must also be greater than 0. For more information, see Using Squash 'n' Stretch.

HIKSnSScaleSpine 

Determines the amount of scaling to apply to the Nodes in the spine when the spine is squashed or stretched. For more information, see Using Squash 'n' Stretch.

HIKSnSScaleSpineChildren 

Determines whether or not the neck and collar Nodes (or shoulder Nodes if no collar Nodes are characterized) are squashed or stretched in proportion to the compression and expansion of the spine. For more information, see Using Squash 'n' Stretch.

HIKSnSReachChestEnd 

Sets the stretch reach for this Node, which determines how freely the spine may stretch to reach a distant goal. In order for Squash 'n' Stretch to affect a character's spine, the Reach Translation of the ChestEndEffectorId must be greater than 0. For more information, see Using Squash 'n' Stretch.

HIKSnSScaleNeck 

Determines the amount of scaling to apply to the Nodes in the neck when the neck is squashed or stretched. For more information, see Using Squash 'n' Stretch.

HIKSnSReachHead 

Sets the stretch reach for this Node, which determines how freely the neck may stretch to reach a distant goal. In order for Squash 'n' Stretch to affect a character's neck, the Reach Translation of the HeadEffectorId must be greater than 0. For more information, see Using Squash 'n' Stretch.

HIKLeftUpLegRollExId 

The RollEx properties adjust the way roll rotations on the optional roll Nodes are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderRollNodeId, the HIKLeftArmRollExId property determines how much of that roll is extracted and applied instead to the LeftElbowNodeId. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the roll Node to the next Node in the hierarchy. The roll Node will therefore remain at the same rotation as its parent.
  • At 50%, the roll is equally distributed between the roll Node and the next Node in the hierarchy.
  • At 0%, none of the roll is transferred to the next Node in the hierarchy. The roll Node will therefore be at the same rotation as its child.
HIKLeftLegRollExId 

The RollEx properties adjust the way roll rotations on the optional roll Nodes are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderRollNodeId, the HIKLeftArmRollExId property determines how much of that roll is extracted and applied instead to the LeftElbowNodeId. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the roll Node to the next Node in the hierarchy. The roll Node will therefore remain at the same rotation as its parent.
  • At 50%, the roll is equally distributed between the roll Node and the next Node in the hierarchy.
  • At 0%, none of the roll is transferred to the next Node in the hierarchy. The roll Node will therefore be at the same rotation as its child.
HIKRightUpLegRollExId 

The RollEx properties adjust the way roll rotations on the optional roll Nodes are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderRollNodeId, the HIKLeftArmRollExId property determines how much of that roll is extracted and applied instead to the LeftElbowNodeId. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the roll Node to the next Node in the hierarchy. The roll Node will therefore remain at the same rotation as its parent.
  • At 50%, the roll is equally distributed between the roll Node and the next Node in the hierarchy.
  • At 0%, none of the roll is transferred to the next Node in the hierarchy. The roll Node will therefore be at the same rotation as its child.
HIKRightLegRollExId 

The RollEx properties adjust the way roll rotations on the optional roll Nodes are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderRollNodeId, the HIKLeftArmRollExId property determines how much of that roll is extracted and applied instead to the LeftElbowNodeId. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the roll Node to the next Node in the hierarchy. The roll Node will therefore remain at the same rotation as its parent.
  • At 50%, the roll is equally distributed between the roll Node and the next Node in the hierarchy.
  • At 0%, none of the roll is transferred to the next Node in the hierarchy. The roll Node will therefore be at the same rotation as its child.
HIKLeftArmRollExId 

The RollEx properties adjust the way roll rotations on the optional roll Nodes are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderRollNodeId, the HIKLeftArmRollExId property determines how much of that roll is extracted and applied instead to the LeftElbowNodeId. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the roll Node to the next Node in the hierarchy. The roll Node will therefore remain at the same rotation as its parent.
  • At 50%, the roll is equally distributed between the roll Node and the next Node in the hierarchy.
  • At 0%, none of the roll is transferred to the next Node in the hierarchy. The roll Node will therefore be at the same rotation as its child.
HIKLeftForeArmRollExId 

The RollEx properties adjust the way roll rotations on the optional roll Nodes are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderRollNodeId, the HIKLeftArmRollExId property determines how much of that roll is extracted and applied instead to the LeftElbowNodeId. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the roll Node to the next Node in the hierarchy. The roll Node will therefore remain at the same rotation as its parent.
  • At 50%, the roll is equally distributed between the roll Node and the next Node in the hierarchy.
  • At 0%, none of the roll is transferred to the next Node in the hierarchy. The roll Node will therefore be at the same rotation as its child.
HIKRightArmRollExId 

The RollEx properties adjust the way roll rotations on the optional roll Nodes are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderRollNodeId, the HIKLeftArmRollExId property determines how much of that roll is extracted and applied instead to the LeftElbowNodeId. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the roll Node to the next Node in the hierarchy. The roll Node will therefore remain at the same rotation as its parent.
  • At 50%, the roll is equally distributed between the roll Node and the next Node in the hierarchy.
  • At 0%, none of the roll is transferred to the next Node in the hierarchy. The roll Node will therefore be at the same rotation as its child.
HIKRightForeArmRollExId 

The RollEx properties adjust the way roll rotations on the optional roll Nodes are shifted to their child Nodes in the skeletal hierarchy. For example, if a roll rotation is applied to the LeftShoulderRollNodeId, the HIKLeftArmRollExId property determines how much of that roll is extracted and applied instead to the LeftElbowNodeId. For more information, see Using Roll Extraction.

  • At 100%, all of the roll transfers from the roll Node to the next Node in the hierarchy. The roll Node will therefore remain at the same rotation as its parent.
  • At 50%, the roll is equally distributed between the roll Node and the next Node in the hierarchy.
  • At 0%, none of the roll is transferred to the next Node in the hierarchy. The roll Node will therefore be at the same rotation as its child.
HIKTopSpineCorrectionId 

This property is used only when a source animation used for a retargeting bends forward at the waist while tilting its head back. Tuning this property can help to prevent the retargeted character from displaying a sharp bend in its neck, or a straight neck-to-chin curve.

  • At 100%, a maximum of the neck rotation is spread back to the spine, creating a smoother bend in the neck.
  • At 50% (the default value), this property has no effect.
  • At 0%, the neck is bent even more sharply than the default.
HIKSnSSmoothReach 

This property is used in cunjunction of SnS Neck & Spine Reach value. It indicate whether to smooth the reach or not

HIKLockXId 

This property allows to lock the character's hips on it's TStance default position

HIKRealisticArmSolvingId 

This property allows to switch on/off realistic arm solving

HIKLastPropertyId 

Marks the end of the enumeration.