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IK Display Options Rollout (HI Solver) 439
3.
Play or render the animation.
4. You can also adjust the Position and Rotation
Thresholds to a smaller value.
Inter face
IK So lver Plane group
Swivel A ngleControls the Solver Plane which
determinesthedirectionofthekneeorelbowina
humanlimb.TheSwivelAnglecanbemanipulated
in the viewport by turning on Swivel Angle Display
in the Display Options rollout, and then turning
on Manipulate Mode. When the swivel angle
manipulator is displayed in the viewport, you can
interactively animate the handle to animate the
solver plane.
Pick Target—Lets you select another object to use
to animate the Swivel Angle.
Use—Tur ns the use of the Target on and off.
Par ent Spa ce—Defines what space the Swivel Angle
is relative to. Use this on chains with multiple
solvers, so the sw ivel angle manipulations on
onechainwillnotaffectthesecond. Formore
information, see
White Paper: Swivel Angle of the
HI IK Solver (page 2–430)
.
IK Goal—Defines the Sw ivel Angle parent space
relative to t he IK Goal.
Start Joint—Defines the Swivel Angle Parent Space
relative to the Start Joint.
Thresholds group
Usetodefinethetolerancesthesystemusesforits
calculations.
Posit ion—Sets a limit in units of how far the goa l
can be moved from the end effector. Keep these
numbers low.
Rotation—Sets a limit in degrees of how far the
goal can be rotated away from the end effector
rotation. Keep these numbers low for b est results.
Note that adjusting the Rotation threshold on the
HI Solver and IK Limb Solver has no effect. It is
up to the plug-in solver’s discretion as to whether
ornottheywillsupportarotationcomponentin
the I K solution.
Solutions g roup
Use to control the precision of the animation.
Increase the iterations when the IK solution
produces an animation that appears rough or
jittered.
IterationsThe number of attempts an IK solution
wi ll make to find the best match between the
goal and the end effector positions. Increase this
number if you are seeing jumpy animation.
IK Display Options Rollout (HI
Solver)
Create a bone chain > Add an HI Solver. > Motion panel
Here are the controls to turn on and off a variety
of g izmos in the viewport. The Goal and End