Retargeting-Specific Properties

The character properties listed on this page configure the way the HumanIK retargeting solver maps animations from your source character to a target character.

HIKForceActorSpaceId

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.

mode type:

HIKPropertyOffOn

accepted modes:

0: The target character adjusts the position of the source character’s Nodes to reflect differences in scale.

1: The target character matches the movements of the source character precisely.

default mode:

0

HIKScaleCompensationId

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.

  • Setting a value of 0.0 makes the target character remain immobile.
  • Setting a value below 100.0 causes the target character to make smaller movements than the source character.
  • Setting a value of 100.0 exactly makes the target character match the movements of the source character without compensating for differences in scale.
  • Setting a higher value causes the target character to make larger movements than the source 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.

mode type:

HIKPropertyOffAutoUser

accepted modes:

0: Disables scale compensation.

1: HumanIK determines internally how much compensation to apply, based on the difference it calculates between the scale of the source and target skeletons.

2: HumanIK uses the value that you set for this property as the compensation factor.

default mode:

1

unit type:

percentage

accepted values:

Between 0.0 and 1000.0

default value:

100.0

HIKMirrorId

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.

mode type:

HIKPropertyOffOn

accepted modes:

0: The target character does not mirror the movements of the source character.

1: The target character mirrors the movements of the source character.

default mode:

0

HIKFingerPropagationId

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.

mode type:

HIKPropertyOffOn

accepted modes:

0: HumanIK does not move the target character’s extra fingers or finger joints at all.

1: HumanIK propagates the movements of the source character’s fingers to the target character’s extra fingers and finger joints.

default mode:

0

HIKTopSpineCorrectionId

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:

  • Some of the neck rotation is extracted and applied back to the Node at the top of the spine. This eases the sharpness of the neck angle.
  • To compensate for the deflection in the position of the head that is caused by the change in neck rotation, the bending angle of the waist is adjusted slightly to bring the head back to approximately its previous position.

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

between 0 and 1.0

default value:

0.5

HIKLowerSpineCorrectionId

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.

  • A value of 0.0 means that no change is applied to the target character's hips, regardless of the orientation of the source character's spine.
  • A value of 1.0 re-orients the target character's hips to match the orientation of the source character's first spine bone.
  • Values in between 0.0 and 1.0 are interpolated between these two extremes.

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

between 0 and 1.0

default value:

0.0

Offsets

The following properties offset the positions of your target character’s hips and chest from those of your source character.

HIKMassCenterCompensationId

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.

mode type:

HIKPropertyOffOn

accepted modes:

0: Disables mass center compensation.

1: HumanIK uses the value set for this property to determine the amount of mass center compensation it should apply.

default mode:

1

unit type:

float

accepted values:

Between 0.0 and 120.0

default value:

80.0

HIKAnkleHeightCompensationId

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.

mode type:

HIKPropertyOffAutoUser

accepted modes:

0: Disables ankle height compensation.

1: HumanIK determines internally how much ankle height compensation to apply, based on the difference in scale between the source and target characters.

2: HumanIK uses the value set for this property as the ankle height compensation factor.

default mode:

1

unit type:

world units

accepted values:

Between –1000.0 and 1000.0

default value:

0.0

HIKAnkleProximityCompensationId

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.

mode type:

HIKPropertyOffAutoUser

accepted modes:

0: Disables ankle height compensation.

1: HumanIK determines internally how much ankle proximity compensation to apply, based on the difference in scale between the source and target characters.

2: HumanIK uses the value set for this property to determine the difference in ankle proximity between the source and target character.

default mode:

1

unit type:

world units

accepted values:

Between –1000.0 and 1000.0

default value:

0.0

HIKHipsHeightCompensationId

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.

mode type:

HIKPropertyOffAutoUser

accepted modes:

0: Disables hip height compensation.

1: HumanIK determines internally how much hip height compensation to apply, based on the difference in scale between the source and target characters.

2: HumanIK uses the value set for this property to determine the difference in hip height between the source and target character.

default mode:

1

unit type:

world units

accepted values:

Between –1000.0 and 1000.0

default value:

0.0

Reach

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.

HIKReachActorHeadId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorHeadRotationId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorChestId

Determines the priority the retargeting solver places on matching the final position of the target character’s chest to the original position of the source character’s chest.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorChestRotationId

Determines the priority the retargeting solver places on matching the final rotation of the target character’s chest to the original rotation of the source character’s chest.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLowerChestRotationId

Determines the priority the retargeting solver places on matching the final rotation of the target character’s lower chest to the original rotation of the source character’s lower chest.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftShoulderId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightShoulderId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftElbowId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightElbowId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftWristId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftWristRotationId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightWristId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightWristRotationId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftFingerBaseId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftFingerBaseRotationId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightFingerBaseId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightFingerBaseRotationId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftKneeId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightKneeId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftAnkleId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

1.0

HIKReachActorLeftAnkleRotationId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

1.0

HIKReachActorRightAnkleId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

1.0

HIKReachActorRightAnkleRotationId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

1.0

HIKReachActorLeftToesBaseId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftToesBaseRotationId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightToesBaseId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightToesBaseRotationId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftHandThumbId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftHandIndexId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftHandMiddleId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftHandRingId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftHandPinkyId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightHandThumbId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightHandIndexId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightHandMiddleId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightHandRingId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightHandPinkyId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftFootThumbId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftFootIndexId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftFootMiddleId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftFootRingId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorLeftFootPinkyId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightFootThumbId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightFootIndexId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightFootMiddleId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightFootRingId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

HIKReachActorRightFootPinkyId

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.

mode type:

HIKPropertyNoMode

unit type:

percent

accepted values:

Between 0 and 1.0

default value:

0.0

Pull

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.

HIKCtrlPullLeftFootId

Sets the Pull value for the left foot (the LeftAnkleNodeId Node).

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

1.0

HIKCtrlPullRightFootId

Sets the Pull value for the right foot (the RightAnkleNodeId Node).

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

1.0

HIKCtrlPullLeftHandId

Sets the Pull value for the left hand (the LeftWristNodeId Node).

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

1.0

HIKCtrlPullRightHandId

Sets the Pull value for the right hand (the RightWristNodeId Node).

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

1.0

HIKCtrlPullHeadId

Sets the Pull value for the head (the HeadNodeId Node).

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.0

HIKCtrlPullLeftToeBaseId

Sets the Pull value for the base of the toes on the left foot (the LeftFootNodeId Node).

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.0

HIKCtrlPullRightToeBaseId

Sets the Pull value for the base of the toes on the right foot (the RightFootNodeId Node).

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.0

HIKCtrlPullLeftKneeId

Sets the Pull value for the left knee (the LeftKneeNodeId Node).

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.0

HIKCtrlPullRightKneeId

Sets the Pull value for the right knee (the RightKneeNodeId Node).

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.0

HIKCtrlPullLeftFingerBaseId

Sets the Pull value for the base of the fingers on the left hand (the LeftHandNodeId Node).

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.0

HIKCtrlPullRightFingerBaseId

Sets the Pull value for the base of the fingers on the right hand (the RightHandNodeId Node).

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.0

HIKCtrlPullLeftElbowId

Sets the Pull value for the left elbow (the LeftElbowNodeId Node).

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.0

HIKCtrlPullRightElbowId

Sets the Pull value for the right elbow (the RightElbowNodeId Node).

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.0

HIKCtrlChestPullLeftHandId

Sets the Pull value the chest exerts on the left hand.

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

1.0

HIKCtrlChestPullRightHandId

Sets the Pull value the chest exerts on the right hand.

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

1.0

Resist

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.

HIKCtrlResistHipsPositionId

Sets the amount of resistance the hips exert to maintain their original position.

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.0

HIKCtrlResistHipsOrientationId

Sets the amount of resistance the hips exert to maintain their original orientation.

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.0

HIKCtrlResistChestPositionId

Sets the amount of resistance the chest exerts to maintain its original position.

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.0

HIKCtrlResistChestOrientationId

Sets the amount of resistance the chest exerts to maintain its original orientation.

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.0

HIKCtrlResistLeftCollarId

Sets the amount of resistance the left collarbone exerts to maintain its original angle.

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.5

HIKCtrlResistRightCollarId

Sets the amount of resistance the right collarbone exerts to maintain its original angle.

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.5

HIKCtrlResistLeftKneeId

Sets the amount of resistance the left knee exerts to maintain its original angle.

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.5

HIKCtrlResistRightKneeId

Sets the amount of resistance the right knee exerts to maintain its original angle.

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.5

HIKCtrlResistLeftElbowId

Sets the amount of resistance the left elbow exerts to maintain its original angle.

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.5

HIKCtrlResistRightElbowId

Sets the amount of resistance the right elbow exerts to maintain its original angle.

mode type:

HIKPropertyNoMode

unit type:

percentage

accepted values:

Between 0.0 and 1.0

default value:

0.5