Retarget Adjust Property Editor
Lets you adjust the retargeted animation on a rig.
To display: Select a rig or skeleton that has retargeted data applied to it and click the Adjust button in the Mocap to Rig Property Editor, in the Rig to Rig Property Editor, or the Motor File Property Editor.
General Settings
Start Frame |
Sets the frame at which the retargeted animation begins. |
Speed |
Sets the speed of the retargeted animation. A value of 1 is the speed at which the retargeted animation was applied; values less than 1 slow down the speed, and values more than 1 speed it up. For example, a value of 2 makes the animation twice the speed as when the retargeted animation was applied. |
Stride |
Sets the stride length of the character. A value of 1 is the length at which the retargeted animation was applied; values less than 1 make the stride length shorter, and values more than 1 make it longer. |
Position Offsets
Offset Feet |
Offsets the feet along with the rest of the character. If you deselect this, the feet are not offset with the character. For example, you can offset the character down in Y, then deselect this option so that the feet are not offset and the character has a lower center of gravity. |
X/Y/Z Offset |
Offsets the position of the whole character on any axis. |
Rotation Offsets
Rotations |
Select the rig element whose rotation you want to offset. |
Edit |
Opens the Rotational Offset property page in which you can offset the rotation of the selected rig element on any axis (X, Y, Z). |
Position Offsets
X/Y/Z Offset |
Offsets the position of the right/left foot or right/left wrist on any axis. |
Chain Settings
Foot |
Treats this IK effector as a foot. This scales the translation of the effector with the overall motion of the body. This is useful when you want the arms of your character to take stepping motions, such as when a character climbs a ladder or crawls. |
Roll |
Allows you to modify the position of the knee or elbow. You can easily offset the motion to fix problems in the original motion or to change the look of your motion. |
Stretch |
Controls how much the limb is outstretched. Changing this parameter modifies how straight or bent the limb is. |
Clamp Settings
Clamping is similar to setting a pose constraint so that a rig element (right/left foot or right/left wrist) follows a reference element in its rotation, translation, and scaling. You can animate the Clamp parameter to have this constraint turn on and off over time, as well as blend the weight of the Clamp effect so that the rig element follows the reference element more closely or loosely.
Clamp |
Constrains this rig element (right/left foot or right/left wrist) to the rig element you select from the Reference list. You can animate this parameter. |
Reference |
Select the rig element to which you want to clamp (constrain) this rig element (right/left foot or right/left wrist). |
Blend Back |
Blends the weight of the Clamp effect on the rig element. This higher the value, the more the weight is blended back to the rig element’s original unclamped position. |
Position Offsets
Offset End Effectors |
Deselect this option if you don’t want the effector of the chest/head element to be offset. This is used mostly for FK rigs. |
X/Y/Z Offset |
Offsets the position of the chest/head element on any axis. |
Rotation Offsets
RotX/Y/Z |
Offsets the rotation of the chest/head element on any axis. |
SOFTIMAGE|XSI v.6.01