StartBone
The name of the first bone to solve
FName
None
EndBone
The name of the second bone to solve
FName
None
HierarchyStrength
Sets the coefficient of the springs along the hierarchy. Values between 1 and 2048 are common.
float
256.000000
EffectorStrength
Sets the coefficient of the springs towards the effector. Values between 1 and 2048 are common.
float
64.000000
EffectorRatio
Defines the equilibrium of the effector springs. This value ranges from 0.0 (zero distance) to 1.0 (distance in initial pose)
float
0.500000
RootStrength
Sets the coefficient of the springs towards the root. Values between 1 and 2048 are common.
float
64.000000
RootRatio
Defines the equilibrium of the root springs. This value ranges from 0.0 (zero distance) to 1.0 (distance in initial pose)
float
0.500000
Damping
The higher the value to more quickly the simulation calms down. Values between 0.0001 and 0.75 are common.
float
0.400000
PoleVector
The polevector to use for the IK solver This can be a location or direction.
Vector
(X=0.000000,Y=0.000000,Z=1.000000)
bFlipPolePlane
If set to true the pole plane will be flipped
bool
False
PoleVectorKind
The kind of pole vector this is representing - can be a direction or a location
Control Rig Vector Kind
Direction
PoleVectorSpace
The space in which the pole vector is expressed
FName
None
PrimaryAxis
The major axis being aligned - along the bone
Vector
(X=1.000000,Y=0.000000,Z=0.000000)
SecondaryAxis
The minor axis being aligned - towards the pole vector
Vector
(X=0.000000,Y=1.000000,Z=0.000000)
bLiveSimulation
If set to true simulation will continue for all intermediate bones over time.
bool
False
Iterations
Drives how precise the solver operates. Values between 4 and 24 are common. This is only used if the simulation is not live (bLiveSimulation setting).
int32
10
bLimitLocalPosition
If set to true bones are placed within the original distance of the previous local transform. This can be used to avoid stretch.
bool
True
bPropagateToChildren
If set to true all of the global transforms of the children of this bone will be recalculated based on their local transforms. Note: This is computationally more expensive than turning it off.
bool
True
DebugSettings
The debug setting for the node
Rig Unit Spring IK Debug Settings
(bEnabled=False,Scale=1.000000,Color=(R=0.000000,G=0.000000,B=1.000000,A=1.000000),WorldOffset=(Rotation=(X=0.000000,Y=0.000000,Z=0.000000,W=1.000000),Translation=(X=0.000000,Y=0.000000,Z=0.000000),Scale3D=(X=1.000000,Y=1.000000,Z=1.000000)))