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  • Bone Scale Min/Max determine the current bone random size when populating agents
  • Bone Thickness Min/Max: determain the current random thickness based on the min/max values
  • Bone Length Min/Max: determain the current random thickness based on the min/max values
  • Field Feel: determine whether this bone can feel Maya field after turning on dynamics
  • Collide Feel: determine whether this bone can join collision checking when we apply "collide" channel
  • Collide Cloth: determine whether this bone can collide against with cloth
  • Density: determine the object density for physical simulation (with save size, more density means heavier)
  • Gen Foot Map: define whether this current bone foot and use it generate map (See more on Feet Map Generator)
  • Disable Dyn Sub Tree: determine whether close dynamics simulation from this bone (Note: current bone will be turn off dynamic sim also)
  • Compound RBD: combine this current bone into its parent when dynamic simulation (See more on Compound RBD Bones)
  • Skip Anim: skipe animation assignment for current bone (See more on Skip Animation Calculation for Some Bones)
  • Auto IKLv: determine how many leg joint will join the IK solving (Note: current bone won't be counted in) (See more on Auto Automatic IK System)
  • IK Axis: IK prefered axis
  • Auto Ik Up: IK bend up vector
  • Block Translate: when enable, if your animation contain the translate value, it will be skipped
  • RBD Target: treat this object as RBD missile target (See more on Rigid Body Dynamics Emitter)
  • IK Modifier: determin whether this object contain IK modifier
  • Skip IK: skip IK calculation for current bone
  • End Bone Draw: determin whether draw the end joint (default turn off)
  • Adapt Geo Axis: determin the Aim and Up-vector axis when work with full body adapt. (See more one Full Body Geometry Adapt)