HumanIK Solving Attributes

To open the Solving attributes

The HIK Solving attributes let you define how specific movements are solved.

Rig Align
When you have a complex rig set up, it can be difficult to visualize how your manipulations create the final solving on the skeleton of the character. Because the FK and IK systems are solved differently and can interpolate in different directions between keyframes, the rig can appear disconnected even when there are no problems with the final animation on the bones.

It can also be difficult to keep track of props parented to the FK or IK effectors (such as a weapon constrained to the wrist), and where they are positioned in your final animation. Because they can follow either IK or the FK, depending on how you animate the Reach properties, prop objects can also appear disconnected from the character, even if they will appear normally in the final solving.

The Rig Align Control lets you visually merge the IK and FK systems together to show the final solving on the bones of the character clearly. This gives you a preview of your final animation, and shows you the final solving from which the position of child objects is calculated.

Shoulder/Top Spine/Lower Spine correction

Use this setting only when your source animation for retargeting bends forward at the waist while tilting its head back.

Tuning this property helps 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, and creates a smoother bend in the neck. At 50%, (the default), the property has no effect, while at 0%, the neck bends more sharply than the default.

Extra Collar Ratio
Defines the distribution of shoulder rotation over the collar nodes. This value must be between 0.0 and 1.0, with 0.0 applying rotation to the base collar bone and 1.0 applying rotation to the extra collar bone.
Collar Stiffness X/Y/Z
A reduction percentage between 0% and 100% averages the collar movement for each axis.
Hips translation mode

If you have defined a Hips Translation object in the Special group of slots, the Hips Translation Mode setting lets you select whether rotation data is applied to that object.

If you select World Rigid as the Hips Translation mode, rotation data is applied only to the Hips object defined in the Base group of slots. If you select Body Rigid as the Hips Translation mode, rotation data is applied to both the Hips object defined in the Base group of slots, and to the Hips Translation object defined in the Special group of slots.

This is useful when you have defined a second object for translating the hips of your model and you do not want the second object to receive rotation data.

To use this setting, you must define a Hips Translation object.
Setting Description
Body Rigid Sends rotation to both the Hips and Hips Translation objects.
World Rigid Sends rotation only to the Hips object, but not the Hips Translation object.
Trajectory Send any data stored in the Hips Translation of a source character to the Hips Translation of the target character.
Left/Right Arm Max Ext Angle
Defines the maximum extension angle for the node.
Left/Right Leg Max Ext Angle
Defines the maximum extension angle for the node.
Realistic Left/Right Knee Solving

Lets you reproduce human knee rotation. Use this setting to adjust the amount of rotation that is applied to the knees when the upper leg rotates.

Offset Attributes

Lets you offset the body parts of your character.
Chest T Offset: X/Y/Z
Lets you precisely apply and adjust offsets to the chest. For the offset to affect the chest, the Reach Chest option must be set to any value other than 0.
Hips T Offset: X/Y/Z
Lets you precisely apply and adjust offsets to the hips.