The character properties listed on this page configure the way the HumanIK retargeting solver maps animations from your source character to a target character.
Determines whether or not the target character follows the movements of the source character exactly, matching the position of its Nodes in space, the length of its stride, and the extents of its movements without taking into account any differences in scale between the two characters.
When this property is on, if you retarget a walking animation from a smaller character to a larger character, the larger character will place its feet in the same spots as the smaller character, thereby appearing to take tiny steps.
Determines the amount of compensation the target character applies to the positions of the source character’s Nodes to account for differences in scale between the two characters.
When this property is on, HumanIK applies its value as a percentage to the size of all movements carried out by the source character when determining positions for the target character.
This property is used only when the HIKForceActorSpaceId property is off. When the HIKForceActorSpaceId property is on, scale compensation is always treated as 100.
Determines whether or not the target character mirrors the movements of the source character.
When this property is on, HumanIK flips the position of each of the source character’s Nodes along the X axis in order to determine the desired position of the Node for the target character. This effectively flips left and right: when the source character moves its left arm, the target character moves its right arm, etc.
When the target character has more fingers or more finger joints than the source character, this property determines whether or not the retargeting solver propagates the source character’s finger movements to those extra fingers or finger joints.
When the source character bends forward at the waist, and tilts its head back at the same time, the target character may exhibit a sharp bend in its neck, or an unrealistically flat curve from its neck to its chin. Tuning this parameter can produce a smoother and more realistic contour for the spinal column and for the neck-to-chin curve. Increasing the value has two effects:
If you use this property, you may be able to increase the realism of the final pose even further by tuning the value of the HIKCtrlSpineStiffnessId property. Increasing the spine stiffness effectively shifts a part of the neck rotation even further down the spinal chain toward the Node at the base of the spine.
This property determines how far the retargeting solver can reorient the target character's hips to point toward the first spine bone of the source character. This can provide a better start for the retargeting of the spine bones, and can help avoid an unrealistic shape in the target character's back.
The target character's hips are progressively reoriented to point towards the first spine bone of the source character. When set to 0, the orientation of the hips of the target character is not affected at all by the position of the source character first spine bone, and this sometimes lead to bad-looking back shape.
The following properties offset the positions of your target character’s hips and chest from those of your source character.
Smooths the target character’s leg movements by preventing the character’s hips from pulling down too quickly when the legs are moving, and by preventing heavy footfalls.
Adjusts the distance between your target character’s ankles and the floor.
When this property is on, HumanIK adds its value to the source character’s ankle height in order to determine the desired ankle height for the target character.
This property is only intended for use when the scale of your source and target characters are different, when your target character’s feet are unusually large, or when your target character has unusual height requirements (for example, if it wears high-heeled boots or shoes). The default auto mode is appropriate for use in most cases.
Adjusts the distance between your target character’s left and right ankles.
When this property is on, HumanIK adds its value to the spacing between the source character’s left and right ankles in order to determine the desired spacing between the target character’s left and right ankles.
Adjusts the height of your character’s hips.
When this property is on, HumanIK adds its value to the source character’s hip height in order to determine the desired hip height for the target character.
The following properties control the Reach Translation and Reach Rotation for your target character’s Nodes, controlling how closely the positions of those joints must be to the positions of the corresponding Nodes in the source character. For a general description of Reach in retargeting, see Reach.
Determines the priority the retargeting solver places on matching the final position of the target character’s head (the HeadNodeId Node) to the original position of the source character’s head.
Determines the priority the retargeting solver places on matching the final rotation of the target character’s head (the HeadNodeId Node) to the original rotation of the source character’s head.
Determines the priority the retargeting solver places on matching the final position of the target character’s left shoulder (the LeftShoulderNodeId Node) to the original position of the source character’s left shoulder.
Determines the priority the retargeting solver places on matching the final position of the target character’s right shoulder (the RightShoulderNodeId Node) to the original position of the source character’s right shoulder.
Determines the priority the retargeting solver places on matching the final position of the target character’s left elbow (the LeftElbowNodeId Node) to the original position of the source character’s left elbow.
Determines the priority the retargeting solver places on matching the final position of the target character’s right elbow (the RightElbowNodeId Node) to the original position of the source character’s right elbow.
Determines the priority the retargeting solver places on matching the final position of the target character’s left wrist (the LeftWristNodeId Node) to the original position of the source character’s left wrist.
Determines the priority the retargeting solver places on matching the final rotation of the target character’s left wrist (the LeftWristNodeId Node) to the original rotation of the source character’s left wrist.
Determines the priority the retargeting solver places on matching the final position of the target character’s right wrist (the RightWristNodeId Node) to the original position of the source character’s right wrist.
Determines the priority the retargeting solver places on matching the final rotation of the target character’s right wrist (the RightWristNodeId Node) to the original rotation of the source character’s right wrist.
Determines the priority the retargeting solver places on matching the final position of the target character’s left hand (the LeftHandNodeId Node) to the original position of the source character’s left hand.
Determines the priority the retargeting solver places on matching the final rotation of the target character’s left hand (the LeftHandNodeId Node) to the original rotation of the source character’s left hand.
Determines the priority the retargeting solver places on matching the final position of the target character’s right hand (the RightHandNodeId Node) to the original position of the source character’s right hand.
Determines the priority the retargeting solver places on matching the final rotation of the target character’s right hand (the RightHandNodeId Node) to the original rotation of the source character’s right hand.
Determines the priority the retargeting solver places on matching the final position of the target character’s left knee (the LeftKneeNodeId Node) to the original position of the source character’s left knee.
Determines the priority the retargeting solver places on matching the final position of the target character’s right knee (the RightKneeNodeId Node) to the original position of the source character’s right knee.
Determines the priority the retargeting solver places on matching the final position of the target character’s left ankle (the LeftAnkleNodeId Node) to the original position of the source character’s left ankle.
Determines the priority the retargeting solver places on matching the final rotation of the target character’s left ankle (the LeftAnkleNodeId Node) to the original rotation of the source character’s left ankle.
Determines the priority the retargeting solver places on matching the final position of the target character’s right ankle (the RightAnkleNodeId Node) to the original position of the source character’s right ankle.
Determines the priority the retargeting solver places on matching the final rotation of the target character’s right ankle (the RightAnkleNodeId Node) to the original rotation of the source character’s right ankle.
Determines the priority the retargeting solver places on matching the final position of the target character’s left foot (the LeftFootNodeId Node) to the original position of the source character’s left foot.
Determines the priority the retargeting solver places on matching the final rotation of the target character’s left foot (the LeftFootNodeId Node) to the original rotation of the source character’s left foot.
Determines the priority the retargeting solver places on matching the final position of the target character’s right foot (the RightFootNodeId Node) to the original position of the source character’s right foot.
Determines the priority the retargeting solver places on matching the final rotation of the target character’s right foot (the RightFootNodeId Node) to the original rotation of the source character’s right foot.
Determines the priority the retargeting solver places on matching the final position of the target character’s left hand thumb tip (the last Node characterized in the thumb chain) to the original position of the source character’s left hand thumb tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s left hand index finger tip (the last Node characterized in the index finger chain) to the original position of the source character’s left hand index finger tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s left hand middle finger tip (the last Node characterized in the middle finger chain) to the original position of the source character’s left hand middle finger tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s left hand ring finger tip (the last Node characterized in the ring finger chain) to the original position of the source character’s left hand ring finger tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s left hand pinky finger tip (the last Node characterized in the pinky finger chain) to the original position of the source character’s left hand pinky finger tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s right hand thumb tip (the last Node characterized in the thumb chain) to the original position of the source character’s right hand thumb tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s right hand index finger tip (the last Node characterized in the index finger chain) to the original position of the source character’s right hand index finger tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s right hand middle finger tip (the last Node characterized in the middle finger chain) to the original position of the source character’s right hand middle finger tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s right hand ring finger tip (the last Node characterized in the ring finger chain) to the original position of the source character’s right hand ring finger tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s right hand pinky finger tip (the last Node characterized in the pinky finger chain) to the original position of the source character’s right hand pinky finger tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s left foot thumb tip (the last Node characterized in the thumb chain) to the original position of the source character’s left foot thumb tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s left foot index toe tip (the last Node characterized in the index toe chain) to the original position of the source character’s left foot index toe tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s left foot middle toe tip (the last Node characterized in the middle toe chain) to the original position of the source character’s left foot middle toe tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s left foot ring toe tip (the last Node characterized in the ring toe chain) to the original position of the source character’s left foot ring toe tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s left foot pinky toe tip (the last Node characterized in the pinky toe chain) to the original position of the source character’s left foot pinky toe tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s right foot thumb tip (the last Node characterized in the thumb chain) to the original position of the source character’s right foot thumb tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s right foot index toe tip (the last Node characterized in the index toe chain) to the original position of the source character’s right foot index toe tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s right foot middle toe tip (the last Node characterized in the middle toe chain) to the original position of the source character’s right foot middle toe tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s right foot ring toe tip (the last Node characterized in the ring toe chain) to the original position of the source character’s right foot ring toe tip.
Determines the priority the retargeting solver places on matching the final position of the target character’s right foot pinky toe tip (the last Node characterized in the pinky toe chain) to the original position of the source character’s right foot pinky toe tip.
The following properties set the Pull values for your character’s different Nodes, which controls how far each joint can drag the other joints of the skeleton in order to reach its goal.
Sets the Pull value for the left foot (the LeftAnkleNodeId Node).
Sets the Pull value for the right foot (the RightAnkleNodeId Node).
Sets the Pull value for the left hand (the LeftWristNodeId Node).
Sets the Pull value for the right hand (the RightWristNodeId Node).
Sets the Pull value for the head (the HeadNodeId Node).
Sets the Pull value for the base of the toes on the left foot (the LeftFootNodeId Node).
Sets the Pull value for the base of the toes on the right foot (the RightFootNodeId Node).
Sets the Pull value for the left knee (the LeftKneeNodeId Node).
Sets the Pull value for the right knee (the RightKneeNodeId Node).
Sets the Pull value for the base of the fingers on the left hand (the LeftHandNodeId Node).
Sets the Pull value for the base of the fingers on the right hand (the RightHandNodeId Node).
Sets the Pull value for the left elbow (the LeftElbowNodeId Node).
Sets the Pull value for the right elbow (the RightElbowNodeId Node).
The following properties set the Resist values for your character’s different Nodes, which controls how likely the joint is to retain its original position, orientation, or angle.