Related help topics
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
string | Aim At |
The target type (position or unit) to aim at. Accepted values: Target Position Target Unit | |||
string | Attachment Effector |
The nearest effector to the weapon attachment point. Usually "Right Wrist" or "Right Hand". Accepted values: Left Wrist Right Wrist Left Hand Right Hand | |||
float | Blend Alpha |
The alpha value (strength/intensity) of the constraint (between 0.0 and 1.0). | |||
float | Blend In Time |
Time (in seconds) for the constraint to become fully active (to reach its alpha value). | |||
float | Chest Contribution |
Factor (between 0.0 and 1.0) defining how much the chest should align to the aiming vector. | |||
float | Constraint Id |
The Id of the 'aim' constraint. | |||
float | Elbow Contribution |
Factor (between 0.0 and 1.0) defining how much the attachment elbow should align to the aiming vector. | |||
float | Hips Contribution |
Factor (between 0.0 and 1.0) defining how much the hips should align to the aiming vector. | |||
float | Maximum Angular Speed |
(Not implemented yet) Maximal angular speed for the joints reorientations (to avoid discontinuities when switching between targets). | |||
boolean | Pin Other Hand |
Set to "true" when dealing with two handed weapons for the second hand to stay locked at it's position (relatively to the attachement effector). | |||
boolean | Reference Is Strike Point |
Set to "true" for contact weapons (or bare hands animations) when the "Reference_Target_Bone" represents the actual strike point. | |||
string | Reference Target Bone |
Name of the reference target bone in the unit. The reference target bone is parented to the reference bone and indicates the current FK target. | |||
float | Shoulder Contribution |
Factor (between 0.0 and 1.0) defining how much the attachment shoulder should align to the aiming vector. | |||
string | Target Effector |
The target effector (on the target unit) to aim at. Only relevant when "Aim_At" is set to "Target Unit". Accepted values: Hips Left Ankle Right Ankle Left Wrist Right Wrist Left Knee Right Knee Left Elbow Right Elbow Chest Origin Chest End Left Foot Right Foot Left Shoulder Right Shoulder Head Left Hip Right Hip Left Hand Right Hand | |||
vector3 | Target Position |
The target position. Only relevant when "Aim_At" is set to "Target Position". | |||
unit | Target Unit |
The character unit to aim at. Only relevant when "Aim_At" is set to "Target Unit". | |||
unit | Unit |
The character unit to add the constraint to. | |||
event | In |
This event triggers the evaluation of this node. |
This constraint support both one handed and two handed weapons.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
Use this constraint to test whether a character can properly be controlled by HumanIK.
We recommend that you test all newly imported characters with this constraint first. After adding this constraint, you should see the character start dancing and doing all sorts of procedural movements. If it doesn’t, or if the character skeleton 'explodes', this means something went wrong during the import process. For example, it’s possible that no characterization information was included in your FBX data, or you’re using an unsupported joint hierarchy.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
float | Affect Chest Rotation |
How much (between 0.0 and 1.0) the chest rotation can be affected by this node (0.05 is usually a good value). | |||
float | Affect Hips Rotation |
How much (between 0.0 and 1.0) the hips rotation can be affected by this node (0.2 is usually a good value). | |||
float | Constraint Id |
The Id of the plant constraint. | |||
boolean | Feet |
Set to true to enable feet floor planting. | |||
boolean | Hands |
Set to true to enable hands floor planting. | |||
float | Plant Depth |
The planting depth value(0.0 means exactly on floor surface; 0.03 is usually a good value). | |||
boolean | Preserve Ankle Height |
Set to true to enable relative floor planting (preserve FK altitude for ankles and hips). | |||
float | Ray Down Length |
Vertical distance downwards (from the ankle/wrists effectors) for the raycast ray end position | |||
float | Ray Up Length |
Vertical distance upwards (from the ankle/wrists effectors) for the raycast ray start position | |||
float | Rays Count |
Number of rays to cast to scan terrain position and normal (1 is minimum; 9 is a generous value) | |||
float | Smoothing |
The smoothing intensity value (0.0 means no smoothing 1.5 is usually a good value). | |||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
This constraint adapts the current character’s altitude (by vertically moving its hips and ankle transforms) so that the character properly adapts to the terrain topology.
For example, this constraint can be used to adapt a walk animation that has been recorded on flat ground to work on a bumpy terrain. It is recommended that you call a Legs Plant constraint immediately after this node to fine tune the leg joint transforms.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
float | Constraint Id |
The Id of the plant constraint. | |||
boolean | Feet |
Set to true to enable feet floor contact. | |||
boolean | Hands |
Set to true to enable hands floor contact. | |||
float | Ray Down Length |
Vertical distance downwards (from the ankle/wrists effectors) for the raycast ray end position. | |||
float | Ray Up Length |
Vertical distance upwards (from the ankle/wrists effectors) for the raycast ray start position. | |||
float | Rays Count |
Number of rays to cast to scan terrain position and normal (1 is minimum; 9 is a generous value). | |||
float | Smoothing |
The smoothing intensity value to avoid sharp adjustments (0.0 means no smoothing). | |||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
This enables lower body floor contact on a character. Only the leg joints are affected (not the hips); the unique purpose is to avoid geometry penetration by tweaking the feet, ankle, and knee joints. This constraint is usually called for fine tuning purposes, after the Full Body Plant constraint.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
boolean | Invert Left Arm |
A boolean to indicate whether to invert the left arm. | |||
boolean | Invert Left Leg |
A boolean to indicate whether to invert the left leg. | |||
boolean | Invert Right Arm |
A boolean to indicate whether to invert the right arm. | |||
boolean | Invert Right Leg |
A boolean to indicate whether to invert the right leg. | |||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
By default, the elbows and knees natural folding angle are set for human beings; this constraint enables you to invert the natural folding angle to solve all kinds of birds, chickens, …and so on.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
boolean | Low Definition Retarget |
A boolean to indicate whether to activate the low definition solver. | |||
boolean | Low Definition Solve |
A boolean to indicate whether to activate the low definition solver. | |||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
When adding this constraint, you can activate the low definition solver on the character, which computes 10x faster than the default standard high precision solver. Note the low definition solver does not support floor contact, pulling and fingers/toes solving. This is a convenient way to simulates crowds at a low CPU cost.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
float | Blend Alpha |
The alpha value (strength/intensity) of the constraint (between 0.0 and 1.0). | |||
float | Blend In Time |
Time (in seconds) for the constraint to become fully active (to reach its alpha value). | |||
float | Chest Contribution |
Defines how much the chest can contribute to the target tracking (0.0: No contribution; 1.0: Full contribution). | |||
float | Constraint Id |
The Id of the 'look at' constraint. | |||
boolean | Enable Limits |
A boolean value of true enables the FOV limits. | |||
boolean | Horizontal Only |
A boolean value to indicate whether the 'look at' constraint operates only on horizontal plane (true value) or not (false value). Restrain the head (and chest) motion to the XY plan | |||
string | Look At |
The target type (position or unit) to look at. Accepted values: Target Position Target Unit | |||
float | Maximum Angular Speed |
Maximal angular speed for the tracking vector (degrees per second). | |||
float | Maximum Horizontal Limit Angle |
Maximal horizontal angle. A value of 60 means you can turn the head up to 60 degrees left and 60 degrees right. | |||
float | Maximum Vertical Limit Angle |
Maximal vertical angle. A value of 30 means you can turn the head up to 30 degrees up and 30 degrees down. | |||
string | Target Effector |
The effector type to apply the constraint to. Accepted values: Hips Left Ankle Right Ankle Left Wrist Right Wrist Left Knee Right Knee Left Elbow Right Elbow Chest Origin Chest End Left Foot Right Foot Left Shoulder Right Shoulder Head Left Hip Right Hip Left Hand Right Hand | |||
vector3 | Target Position |
The target position. | |||
unit | Target Unit |
The character unit to look at. | |||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
This constraint reorients the character’s head (and optionally its torso) so that it looks at another character (head tracking). You can enable limits to prevent unrealistic postures.
We recommend that you pin the character’s ankles to their initial FK transforms (using the Pin constraint) when using this constraint. Otherwise, you might see the feet drifting.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
boolean | Solve Head |
Set to true to update the head. | |||
boolean | Solve Left Arm |
Set to true to update the left arm. | |||
boolean | Solve Left Foot |
Set to true to update the left foot. | |||
boolean | Solve Left Hand |
Set to true to update the left hand. | |||
boolean | Solve Left Leg |
Set to true to update the left leg. | |||
boolean | Solve Left Shoulder |
Set to true to update the left shoulder. | |||
boolean | Solve Right Arm |
Set to true to update the right arm. | |||
boolean | Solve Right Foot |
Set to true to update the right foot. | |||
boolean | Solve Right Hand |
Set to true to update the right hand. | |||
boolean | Solve Right Leg |
Set to true to update the right leg. | |||
boolean | Solve Right Shoulder |
Set to true to update the right shoulder. | |||
boolean | Solve Spine |
Set to true to update the spine. | |||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
Partial solving enables you to specify which part of the character’s body should be updated by the solver (only the legs, for instance, or the neck, the spine, the right arm, …). By default, the solver solves all body parts. This is a convenient way to spare CPU time.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
float | Blend Alpha |
The alpha value (strength/intensity) of the constraint (between 0.0 and 1.0). | |||
float | Blend In Time |
Time (in seconds) for the constraint to become fully active (to reach its alpha value). | |||
float | Constraint Id |
The Id of the pin constraint (can be -1 if no tracking is required). | |||
string | Effector |
The effector type to which the constraint is applied. Accepted values: Hips Left Ankle Right Ankle Left Wrist Right Wrist Left Knee Right Knee Left Elbow Right Elbow Chest Origin Chest End Left Foot Right Foot Left Shoulder Right Shoulder Head Left Hip Right Hip Left Hand Right Hand | |||
boolean | In World Space |
A boolean value of true to work in world space and a value of false to work in character space. | |||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
This constraint locks a character effector (such as the wrist, ankle, head) to its current position and/or orientation. Use this constraint when you don’t want HumanIK to affect a specific transform.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
float | Blend Alpha |
The alpha value (strength/intensity) of the constraint (between 0.0 and 1.0). | |||
float | Blend In Time |
Time (in seconds) for the constraint to become fully active (to reach its alpha value). | |||
float | Constraint Id |
The Id of the position offset constraint. | |||
vector3 | Delta |
A delta vector (displacement) for the position offset you want to apply. | |||
string | Effector |
The effector type to which the constraint is applied. Accepted values: Hips Left Ankle Right Ankle Left Wrist Right Wrist Left Knee Right Knee Left Elbow Right Elbow Chest Origin Chest End Left Foot Right Foot Left Shoulder Right Shoulder Head Left Hip Right Hip Left Hand Right Hand | |||
boolean | In World Space |
A boolean to specify whether the constraint is working in world space (true value) or in local space (false value). | |||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
This constraint adds a certain amount of either character space or world space translation to a character effector (such as the wrist, ankle, or head). For example, use this node to procedurally raise the position of your character’s hand a few centimeters above its FK position.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
float | Blend Alpha |
The alpha value (strength/intensity) of the constraint (between 0.0 and 1.0). | |||
float | Blend In Time |
Time (in seconds) for the constraint to become fully active (to reach its alpha value). | |||
float | Constraint Id |
The Id of the position reach constraint(can be -1 if no tracking is required). | |||
string | Effector |
The effector type to which the constraint is applied. Accepted values: Hips Left Ankle Right Ankle Left Wrist Right Wrist Left Knee Right Knee Left Elbow Right Elbow Chest Origin Chest End Left Foot Right Foot Left Shoulder Right Shoulder Head Left Hip Right Hip Left Hand Right Hand | |||
boolean | In World Space |
A boolean to specify whether the constraint is working in world space (true value) or in local space (false value). | |||
vector3 | Position |
The target position to reach. | |||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
This constraint makes an effector (such as the wrist, ankle, or head) try to reach a target position in either world space or character space.
For example, use this node to make a character’s hand reach an object on a table. Depending on the pull value associated to the effector, either only the character arm will move (pull = 0) or the full body might move (pull > 0). Please refer to the HumanIK Add Pull constraint to set the pull value for an effector.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
string | Property |
The property to set the value. Accepted values: HIKForceActorSpaceId HIKScaleCompensationId HIKMassCenterCompensationId HIKAnkleHeightCompensationId HIKAnkleProximityCompensationId HIKHipsHeightCompensationId HIKReachActorLeftAnkleId HIKReachActorRightAnkleId HIKReachActorChestId HIKReachActorLeftWristId HIKReachActorRightWristId HIKReachActorLeftKneeId HIKReachActorRightKneeId HIKReachActorHeadId HIKReachActorLeftElbowId HIKReachActorRightElbowId HIKReachActorLeftAnkleRotationId HIKReachActorRightAnkleRotationId HIKReachActorHeadRotationId HIKReachActorLeftWristRotationId HIKReachActorRightWristRotationId HIKReachActorLeftFingerBaseId HIKReachActorRightFingerBaseId HIKReachActorLeftToesBaseId HIKReachActorRightToesBaseId HIKReachActorLeftFingerBaseRotationId HIKReachActorRightFingerBaseRotationId HIKReachActorLeftToesBaseRotationId HIKReachActorRightToesBaseRotationId HIKReachActorChestRotationId HIKReachActorLowerChestRotationId HIKReachActorLeftHandThumbId HIKReachActorLeftHandIndexId HIKReachActorLeftHandMiddleId HIKReachActorLeftHandRingId HIKReachActorLeftHandPinkyId HIKReachActorLeftHandExtraFingerId HIKReachActorRightHandThumbId HIKReachActorRightHandIndexId HIKReachActorRightHandMiddleId HIKReachActorRightHandRingId HIKReachActorRightHandPinkyId HIKReachActorRightHandExtraFingerId HIKReachActorLeftFootThumbId HIKReachActorLeftFootIndexId HIKReachActorLeftFootMiddleId HIKReachActorLeftFootRingId HIKReachActorLeftFootPinkyId HIKReachActorLeftFootExtraFingerId HIKReachActorRightFootThumbId HIKReachActorRightFootIndexId HIKReachActorRightFootMiddleId HIKReachActorRightFootRingId HIKReachActorRightFootPinkyId HIKReachActorRightFootExtraFingerId HIKCtrlPullLeftFootId HIKCtrlPullRightFootId HIKCtrlPullLeftHandId HIKCtrlPullRightHandId HIKCtrlPullHeadId HIKCtrlPullLeftToeBaseId HIKCtrlPullLeftKneeId HIKCtrlPullRightToeBaseId HIKCtrlPullRightKneeId HIKCtrlPullLeftFingerBaseId HIKCtrlPullLeftElbowId HIKCtrlPullRightFingerBaseId HIKCtrlPullRightElbowId HIKCtrlChestPullLeftHandId HIKCtrlChestPullRightHandId HIKCtrlResistHipsPositionId HIKCtrlEnforceGravityId HIKCtrlResistHipsOrientationId HIKCtrlResistChestPositionId HIKCtrlResistChestOrientationId HIKCtrlResistLeftCollarId HIKCtrlResistRightCollarId HIKCtrlResistLeftKneeId HIKCtrlResistRightKneeId HIKCtrlResistLeftElbowId HIKCtrlResistRightElbowId HIKCtrlSpineStiffnessId HIKReachActorLeftShoulderId HIKReachActorRightShoulderId HIKFingerPropagationId | |||
unit | Unit |
The character unit. | |||
float | Value |
The value to set. | |||
event | In |
This event triggers the evaluation of this node. |
These properties can be set to fine tune character retargeting. Please refer to the HumanIK SDK documentation to learn more about these properties and their effects.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
string | Property |
The property to set the value. Accepted values: HIKFootFloorContactId HIKFootBottomToAnkleId HIKFootBackToAnkleId HIKFootMiddleToAnkleId HIKFootFrontToMiddleId HIKFootInToAnkleId HIKFootOutToAnkleId HIKHandFloorContactId HIKHandBottomToWristId HIKHandBackToWristId HIKHandMiddleToWristId HIKHandFrontToMiddleId HIKHandInToWristId HIKHandOutToWristId HIKHandContactTypeId HIKHandFingerContactId HIKHandFingerContactModeId HIKFootContactTypeId HIKFootFingerContactId HIKFootFingerContactModeId HIKLeftUpLegRollId HIKLeftLegRollId HIKRightUpLegRollId HIKRightLegRollId HIKLeftArmRollId HIKLeftForeArmRollId HIKRightArmRollId HIKRightForeArmRollId HIKMirrorId HIKLeftKneeKillPitchId HIKRightKneeKillPitchId HIKLeftElbowKillPitchId HIKRightElbowKillPitchId HIKHipsTOffsetXId HIKHipsTOffsetYId HIKHipsTOffsetZId HIKChestTOffsetXId HIKChestTOffsetYId HIKChestTOffsetZId HIKFootAutomaticToesId HIKFootFloorPivotId HIKPostureId HIKHandAutomaticFingersId HIKHandFloorPivotId HIKCtrlNeckStiffnessId HIKHipsTranslationModeId HIKFingerSolvingId HIKFootContactStiffnessId HIKCtrlResistMaximumExtensionLeftKnee HIKCtrlResistMaximumExtensionRightKnee HIKCtrlResistMaximumExtensionLeftElbow HIKCtrlResistMaximumExtensionRightElbow HIKCtrlResistCompressionFactorLeftKnee HIKCtrlResistCompressionFactorRightKnee HIKCtrlResistCompressionFactorLeftElbow HIKCtrlResistCompressionFactorRightElbow HIKHandFingerContactRollStiffness HIKFootFingerContactRollStiffness HIKHandContactStiffness HIKRollExtractionMode HIKPullIterationCount HIKLeftHandThumbTip HIKLeftHandIndexTip HIKLeftHandMiddleTip HIKLeftHandRingTip HIKLeftHandPinkyTip HIKLeftHandExtraFingerTip HIKRightHandThumbTip HIKRightHandIndexTip HIKRightHandMiddleTip HIKRightHandRingTip HIKRightHandPinkyTip HIKRightHandExtraFingerTip HIKLeftFootThumbTip HIKLeftFootIndexTip HIKLeftFootMiddleTip HIKLeftFootRingTip HIKLeftFootPinkyTip HIKLeftFootExtraFingerTip HIKRightFootThumbTip HIKRightFootIndexTip HIKRightFootMiddleTip HIKRightFootRingTip HIKRightFootPinkyTip HIKRightFootExtraFingerTip HIKRealisticShoulder HIKLeftLegMaxExtensionAngle HIKRightLegMaxExtensionAngle HIKLeftArmMaxExtensionAngle HIKRightArmMaxExtensionAngle HIKExtraCollarRatioId HIKCollarStiffnessX HIKCollarStiffnessY HIKCollarStiffnessZ HIKRealisticLeftKneeSolvingId HIKRealisticRightKneeSolvingId HIKStretchStartArmsAndLegs HIKStretchStopArmsAndLegs HIKSnSScaleArmsAndLegs HIKSnSReachLeftWrist HIKSnSReachRightWrist HIKSnSReachLeftAnkle HIKSnSReachRightAnkle HIKSnSScaleSpine HIKSnSScaleSpineChildren HIKSnSReachChestEnd HIKSnSScaleNeck HIKSnSReachHead HIKLeftUpLegRollExId HIKLeftLegRollExId HIKRightUpLegRollExId HIKRightLegRollExId HIKLeftArmRollExId HIKLeftForeArmRollExId HIKRightArmRollExId HIKRightForeArmRollExId HIKTopSpineCorrectionId HIKLowerSpineCorrectionId HIKSnSSmoothReach HIKLockXId HIKLockYId HIKLockZId HIKRealisticArmSolvingId | |||
unit | Unit |
The character unit. | |||
float | Value |
The value to set. | |||
event | In |
This event triggers the evaluation of this node. |
These properties can be set to fine tune character solving. Please refer to the HumanIK SDK documentation to learn more about these properties and their effects.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
float | Blend Alpha |
The alpha value (strength/intensity) of the constraint (between 0.0 and 1.0). | |||
float | Blend In Time |
Time (in seconds) for the constraint to become fully active (to reach its alpha value). | |||
float | Constraint Id |
The Id of the pull constraint(can be -1 if no tracking is required). | |||
string | Effector |
The effector type to which the constraint is applied. Accepted values: Hips Left Ankle Right Ankle Left Wrist Right Wrist Left Knee Right Knee Left Elbow Right Elbow Chest Origin Chest End Left Foot Right Foot Left Shoulder Right Shoulder Head Left Hip Right Hip Left Hand Right Hand | |||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
This constraint defines the pull intensity for an effector (such as the wrist, ankle, or head). When pull is disabled (0) the solver only computes body part IK (updating all joints of an arm, for instance). When pull is enabled (>0) the solver applies full body IK, so all joints in the character skeleton can be affected by the pulling effector.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
float | Blend Alpha |
The alpha value (strength/intensity) of the constraint (between 0.0 and 1.0). | |||
float | Blend In Time |
Time (in seconds) for the constraint to become fully active (to reach its alpha value). | |||
float | Constraint Id |
The Id of the relative pin constraint. | |||
string | Effector |
The effector type to which you want to apply the constraint. Accepted values: Hips Left Ankle Right Ankle Left Wrist Right Wrist Left Knee Right Knee Left Elbow Right Elbow Chest Origin Chest End Left Foot Right Foot Left Shoulder Right Shoulder Head Left Hip Right Hip Left Hand Right Hand | |||
float | Follow Rotation |
The rotation factor. | |||
float | Follow Translation |
The translation factor. | |||
float | Pin To Object |
The unit object node index. | |||
unit | Pin To Unit |
The unit to pin the constraint. | |||
float | Pull Body |
The pull factor. | |||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
Relative pin locks a character effector (hand, hips, floor, …) on an external unit transform. For instance, you can lock the character’s hands on a mounted gun using this constraint; the hands will automatically move when the mounted gun moves.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
float | Blend Alpha |
The alpha value (strength/intensity) of the constraint (between 0.0 and 1.0). | |||
float | Blend In Time |
Time (in seconds) for the constraint to become fully active (to reach its alpha value). | |||
float | Constraint Id |
The Id of the resist constraint(can be -1 if no tracking is required). | |||
string | Effector |
The effector type to which the constraint is applied. Accepted values: Hips Left Ankle Right Ankle Left Wrist Right Wrist Left Knee Right Knee Left Elbow Right Elbow Chest Origin Chest End Left Foot Right Foot Left Shoulder Right Shoulder Head Left Hip Right Hip Left Hand Right Hand | |||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
This constraint defines how much an effector tries to preserve its original FK rotation. For example, you can set this constraint on an elbow to preserve its initial bending while trying to reach a target position. Resist values are only taken into account during full body IK solving.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
float | Angle |
Angle (in degrees) for the rotation offset. | |||
vector3 | Axis |
Axis for the rotation offset you want to apply. | |||
float | Blend Alpha |
The alpha value (strength/intensity) of the constraint (between 0.0 and 1.0). | |||
float | Blend In Time |
Time (in seconds) for the constraint to become fully active (to reach its alpha value). | |||
float | Constraint Id |
The Id of the rotation offset constraint. | |||
string | Effector |
The effector type to which the constraint is applied. Accepted values: Hips Left Ankle Right Ankle Left Wrist Right Wrist Left Knee Right Knee Left Elbow Right Elbow Chest Origin Chest End Left Foot Right Foot Left Shoulder Right Shoulder Head Left Hip Right Hip Left Hand Right Hand | |||
boolean | In World Space |
A boolean to specify whether the constraint is working in world space (true value) or in local space (false value). | |||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
This constraint adds a certain amount of either character space or world space rotation to a character effector (such as the wrist, ankle, or head).
For example, use this node to procedurally rotate the head of your character. IK will then distribute the amount of rotation among the actual neck joints.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
float | Blend Alpha |
The alpha value (strength/intensity) of the constraint (between 0.0 and 1.0). | |||
float | Blend In Time |
Time (in seconds) for the constraint to become fully active (to reach its alpha value). | |||
float | Constraint Id |
The Id of the rotation reach constraint(can be -1 if no tracking is required). | |||
string | Effector |
The Id of the effector to which the constraint is applied. Accepted values: Hips Left Ankle Right Ankle Left Wrist Right Wrist Left Knee Right Knee Left Elbow Right Elbow Chest Origin Chest End Left Foot Right Foot Left Shoulder Right Shoulder Head Left Hip Right Hip Left Hand Right Hand | |||
boolean | In World Space |
A boolean to specify whether the constraint is working in world space (true value) or in local space (false value). | |||
vector3 | Rotation |
The target orientation to reach (in euler angles). | |||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
This constraint makes an effector (such as the wrist, ankle, or head) reach a target orientation in either world space or character space.
For example, use this node to make a character’s hand align to the orientation of a weapon.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes
Outputs | |||||
Out | event |
This event is triggered when the node finishes its evaluation. | |||
Inputs | |||||
unit | Unit |
The character unit. | |||
event | In |
This event triggers the evaluation of this node. |
This is necessary when implementing multi-pass solving strategies.
For instance, if the solving of a character’s hand depends on the solving of its other hand, you might need to solve the character for the independent hand first, then add a solver call, then solve the character for the dependent hand.
Available in Unit Flow Editor, Level Flow Editor, and External Flow Editor.
Script node definition in file: core/humanik/humanik.script_flow_nodes