To open the Solving attributes
The HIK Solving attributes let you define how specific movements are solved.
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.
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.
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.
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. |
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.