- Gaze Follows Head: The gaze bone follows the head bone rotations.
- Gaze (Left and Right): Amount that the eye bones is tracking the gaze bones.
- Arm Hinge (Left and Right): Arm is decoupled from the spine rotation
- Leg Hinge (Left and Right): Leg is decoupled from the pelvis rotation
- Forearm Follows Hand (Left and Right): Control FK forearm twist with FK hand twist. It may be necessary to turn this off for correct FK-IK snapping.
- Fingers (Left and Right): The individual finger links are controlled by the long finger bones.
- Rotation Limits: Toggle FK and IK rotation limits. It may be necessary to turn these off for correct FK-IK snapping..
- Ankle IK (Left and Right): Use the ankle bone as IK target for leg IK rather than the IK foot.
- Arm Stretch (Left and Right): Toggle arm stretchiness. Stretchiness can not be changed for linked assets.
- Leg Stretch (Left and Right): Toggle leg stretchiness. Stretchiness can not be changed for linked assets.
- Toes Tarsal Parent (Left and Right): Toes are parented to the tarsal bones rather than the foot. Parenting can not be changed for linked assets.
Gaze Follows Head
If Gaze Follows Head is enabled, the main gaze bone moves when the head is rotated, otherwise the eyes look at a fixed point in space.
Gaze
If enabled, the eyes are tracking the corresponding gaze bones.
Arm Hinge
If Arm Hinge is enabled, the arm rotation is decoupled from the spine rotation.
Leg Hinge
Forearms Follow Hand
If enabled, the FK forearm twist is controlled by the FK hand rotation. Otherwise the FK hand rotation is limited. The IK forearm twist is always controlled by the IK hand.
Finger Control
If enabled, the finger rotation is controlled by the long finger bones on the Hand layers. The individual finger links can still be posed independently.
Leg IK To Angle
If Ankle IK is turned on, the ankle bones on the Extra layers become the IK effectors instead of the IK foot bones. The feet are posed with the FK foot and toe bones. This mix of IK and FK bones needed also appear on the Extra layers.
Stretchiness
The
four stretchiness buttons determine whether the limbs can stretch or
not. In the picture above the left side is stretchy, but the right side
is not. There is a difference between FK and IK here. An FK limb can
stretch even if the elbow or knee is bent, but an IK limb that stretches
is always straightened out first.
The buttons that change stretchiness go into edit mode to change connectivity. They can hence not be invoked with file linking. To toggle stretchiness on or off can only be done in the master file.
Toe Tarsal Parents
Toes are parented to the tarsal bones rather than the foot. Parenting can not be changed for linked assets.