To open the Roll and Pitch attributes
Lets you select the Absolute or Relative mode.
Roll nodes let you map bones of upper arms, lower arms, upper legs and lower legs for your character. Whenever a HIK solver applies roll rotation to a node that has a child roll node, a percentage of that roll rotation can be extracted from the parent node and applied to the child roll node instead. This process is referred to as roll extraction. Roll extraction simulates the way biped and quadruped arms and legs actually rotate around their axes. It can enhance the realism of the animations created for skinned characters by controlling skin deformations from more appropriate positions further along the limb.
You can map a maximum of five leaf roll bones per limb. All leaf roll bones are parented to the same limb bone, and the placement of leaf roll bones along the bone and the percentage of rotation per leaf roll bone is determined by the number of leaf roll bones per limb. When limbs have more than one leaf roll bone, the percentage of rotation is divided between the bones. See also Define roll bone behavior.
The Roll settings let you specify the bones that receive a percentage of the roll axis movement. For example, if the forearm of your model includes a roll bone, you can transfer part of the roll animation onto the roll bone using the Left or Right ForeArm Roll setting.